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UnrealEngineUWP/Engine/Source/Developer/Windows/WindowsTargetPlatform/Private/GenericWindowsTargetPlatform.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
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 "CoreMinimal.h"
#include "Common/TargetPlatformBase.h"
#include "Misc/ConfigCacheIni.h"
#if PLATFORM_WINDOWS
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 "LocalPcTargetDevice.h"
#endif
#include "Serialization/MemoryLayout.h"
#include "SteamDeck/SteamDeckDevice.h"
#if WITH_ENGINE
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 "Sound/SoundWave.h"
#include "TextureResource.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 "Engine/VolumeTexture.h"
#include "StaticMeshResources.h"
#include "RHI.h"
#include "AudioCompressionSettings.h"
#endif // WITH_ENGINE
#include "Windows/WindowsPlatformProperties.h"
#define LOCTEXT_NAMESPACE "TGenericWindowsTargetPlatform"
/**
* Template for Windows target platforms
*/
#if PLATFORM_WINDOWS
template<typename TProperties, typename TTargetDevice = TLocalPcTargetDevice<PLATFORM_64BITS>>
#else
template<typename TProperties>
#endif
class TGenericWindowsTargetPlatform : public TTargetPlatformBase<TProperties>
{
public:
typedef TTargetPlatformBase<TProperties> TSuper;
/**
* Default constructor.
*/
TGenericWindowsTargetPlatform( )
{
#if PLATFORM_WINDOWS
// only add local device if actually running on Windows
LocalDevice = MakeShareable(new TTargetDevice(*this));
// quick solution to not having WinGDK steamdeck devices
if (this->PlatformName().StartsWith(TEXT("Windows")))
{
// Check if we have any SteamDeck devices around
SteamDevices = TSteamDeckDevice<TLocalPcTargetDevice<true>>::DiscoverDevices(*this, TEXT("Proton"));
}
#endif
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
#if WITH_ENGINE
TextureLODSettings = nullptr; // These are registered by the device profile system.
StaticMeshLODSettings.Initialize(this);
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
// Get the Target RHIs for this platform, we do not always want all those that are supported.
TArray<FName> TargetedShaderFormats;
TGenericWindowsTargetPlatform::GetAllTargetedShaderFormats(TargetedShaderFormats);
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
static FName NAME_PCD3D_SM6(TEXT("PCD3D_SM6"));
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
static FName NAME_PCD3D_SM5(TEXT("PCD3D_SM5"));
static FName NAME_VULKAN_SM5(TEXT("SF_VULKAN_SM5"));
static FName NAME_PCD3D_ES3_1(TEXT("PCD3D_ES31"));
static FName NAME_SF_VULKAN_ES31(TEXT("SF_VULKAN_ES31"));
static FName NAME_OPENGL_150_ES3_1(TEXT("GLSL_150_ES31"));
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
// If we are targeting ES3.1, we also must cook encoded HDR reflection captures
bRequiresEncodedHDRReflectionCaptures = TargetedShaderFormats.Contains(NAME_SF_VULKAN_ES31)
|| TargetedShaderFormats.Contains(NAME_OPENGL_150_ES3_1)
|| TargetedShaderFormats.Contains(NAME_PCD3D_ES3_1);
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
#endif
}
public:
//~ Begin ITargetPlatform Interface
virtual void EnableDeviceCheck(bool OnOff) override {}
virtual void GetAllDevices( TArray<ITargetDevicePtr>& OutDevices ) const override
{
OutDevices.Reset();
if (LocalDevice.IsValid())
{
OutDevices.Add(LocalDevice);
}
for (const ITargetDevicePtr& SteamDeck : SteamDevices)
{
if (SteamDeck.IsValid())
{
OutDevices.Add(SteamDeck);
}
}
}
virtual bool GenerateStreamingInstallManifest(const TMultiMap<FString, int32>& PakchunkMap, const TSet<int32>& PakchunkIndicesInUse) const override
{
return true;
}
virtual ITargetDevicePtr GetDefaultDevice( ) const override
{
if (LocalDevice.IsValid())
{
return LocalDevice;
}
return nullptr;
}
virtual ITargetDevicePtr GetDevice( const FTargetDeviceId& DeviceId )
{
if (LocalDevice.IsValid() && (DeviceId == LocalDevice->GetId()))
{
return LocalDevice;
}
for (const ITargetDevicePtr& SteamDeck : SteamDevices)
{
if (SteamDeck.IsValid() && DeviceId == SteamDeck->GetId())
{
return SteamDeck;
}
}
return nullptr;
}
virtual bool IsRunningPlatform( ) const override
{
// Must be Windows platform as editor for this to be considered a running platform
return PLATFORM_WINDOWS && !UE_SERVER && !UE_GAME && WITH_EDITOR && TProperties::HasEditorOnlyData();
}
virtual void GetShaderCompilerDependencies(TArray<FString>& OutDependencies) const override
{
FTargetPlatformBase::AddDependencySCArrayHelper(OutDependencies, TEXT("Binaries/ThirdParty/Windows/DirectX/x64/d3dcompiler_47.dll"));
FTargetPlatformBase::AddDependencySCArrayHelper(OutDependencies, TEXT("Binaries/ThirdParty/ShaderConductor/Win64/ShaderConductor.dll"));
FTargetPlatformBase::AddDependencySCArrayHelper(OutDependencies, TEXT("Binaries/ThirdParty/ShaderConductor/Win64/dxcompiler.dll"));
FTargetPlatformBase::AddDependencySCArrayHelper(OutDependencies, TEXT("Binaries/ThirdParty/ShaderConductor/Win64/dxil.dll"));
}
virtual bool SupportsFeature( ETargetPlatformFeatures Feature ) const override
{
// we currently do not have a build target for WindowsServer
if (Feature == ETargetPlatformFeatures::Packaging)
{
return (TProperties::HasEditorOnlyData() || !TProperties::IsServerOnly());
}
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3271386) #lockdown Nick.Penwarden Change 3270776 on 2017/01/24 by Laurent.Delayen Fixed missing call to CacheBones in AnimNode_SubInstance. Fixes Mudang crash. #c0der3view benn.ghallager, lina.halper #tests does not crash #rb none Change 3270483 on 2017/01/24 by Shaun.Kime Removing the ensure and making it behave safely whenever the scene count is out of sync. Since Paragon isn't using the primary driving feature of MaterialParameterCollections in the UI that required this feature, Nick Darnell and I deemed this okay. #jira OR-34919 #rb nick.darnell #tests PIE and golden path Change 3270067 on 2017/01/24 by Laurent.Delayen Fixed crash when recompiling Mudang's AnimBP. (SubInstances array holding null references) #rb benn.ghallager #tests doesn not crash Change 3269760 on 2017/01/24 by Daniel.Lamb Added more files to inisettings blacklist. #rb Trivial #test cook paragon. Change 3269578 on 2017/01/24 by jason.bestimt #ORION_MAIN - Merge 37.2 @ CL 3269468 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3269570 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) #R0BOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand. //R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Grux/Abilities/Stampede/GA_Grux_Stampede.uasset //R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Ice/Icons/Minimap_char_portrait_Ice.uasset //R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Ice/Icons/PORT_Ice.uasset #c0der3view: jason.bestimt Change 3269141 on 2017/01/23 by Mieszko.Zielinski TSimpleCellGrid::InvalidCell refactor to avoid it being a static member variable #UE4 #rb Lukasz.Furman #test golden path Change 3268953 on 2017/01/23 by Jason.Bestimt #ORION_DG - R0BOMERGE resolution from MAIN to DG of compile fix and banner stuff #RB:none #Tests:none #c0der3view: matt.schembari, andrew.grant Change 3268576 on 2017/01/23 by John.Pollard Add DemoNetDriver to the level collection earlier to remove small window where World->DemoNetDriver could be null as a result of FScopedLevelCollectionContextSwitch #rb RyanG #tests Live game play + replays + instant replay Change 3268119 on 2017/01/23 by Daniel.Lamb Added support for splitting up chunks into maximum sizes. #rb Andrew.Grant #test Cook paragon ps4 windows windowserver Change 3268020 on 2017/01/23 by Dan.Hertzka Moving TreeFilterHandler.h out into Slate/Public via branch & delete #c0der3view Nick.Darnell #rb none #tests compile Change 3267820 on 2017/01/23 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 37.2 @ CL 3267733 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3267817 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3266798 on 2017/01/20 by Daniel.Lamb Make the diff files commandlet more helpful. #rb Trivial #test Diff files commandlet. Change 3266795 on 2017/01/20 by Daniel.Lamb Fixed issue with Cooked packages trying to load dependencies from a dependency offset which is incorrect. #rb Gil.Gribb #c0der3view Gil.Gribb #test Load cooked packages using the editor. Change 3266310 on 2017/01/20 by Daniel.Lamb Fixed issue with cook ont he fly not resolving string asset reference redirectors on load. Added fastcook to the iterative cook detection. #rb Jamie.Dale #test Cook Paragon Change 3265879 on 2017/01/20 by Jon.Lietz fixing PS4 compile error #rb none #tests compiles #c0der3view andrew.grant Change 3265756 on 2017/01/20 by Jon.Lietz quest evaluator - added in an ability type that will evaluate in game events and increments player stats for quests, these abilities can be granted by quests or the hero data - added support to the ability system to have ability specs not replicated to the client, this will allow for passive only abillities for quest evaluation to only live and exicute on the dedicated server - now support loading in data for quest info asynchronously - orion quests can now grant evaluator abilities to the players that own the quests - AOrionPlayerState_Game::GiveAbilityData() now grabs all the abilities from active quests - at the end of the match unload any data loaded by the quests #RB david.ratti #test granting abilities Change 3265658 on 2017/01/20 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 37 @ CL 3265610 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3265627 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3265530 on 2017/01/20 by Robert.Manuszewski Making sure all package dependencies are loaded before post loading its objects #jira OR-34891 #tests Golden path x 12 #rb none Change 3265126 on 2017/01/19 by Frank.Gigliotti Notifies for abilities waiting on input confirmation; * Ability tasks waiting for input confirmation will now notify the ability when it begins and ends waiting. #RB Dave.Ratti #Tests PIE Change 3264489 on 2017/01/19 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant Merged fix from 36.2. #rb #tests na #R0BOMERGE-SOURCE: CL 3264488 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3263948 on 2017/01/19 by Andrew.Grant Non-unity fixes. #tests compiled WIn64 editor #rb na #R0BOMERGE: Main, 37 Change 3263755 on 2017/01/19 by Laurent.Delayen OR-34970 FRootMotionSource_ConstantForce now has DisablePartialEndTick set, so we end up with a consistent velocity when the root motion ends. Added VelocityOnFinishMode to UAbilityTask_ApplyRootMotionConstantForce so we can optionally override or clamp velocity. CVarDebugRootMotionSources now displays Velocity and LastPreAdditiveVelocity on HUD to help debugging RootMotionSources. #rb frank.gigliotti #tests Ice Q Change 3263616 on 2017/01/19 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 37 @ CL 3263608 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3263613 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3262543 on 2017/01/18 by Eric.Newman Added GetAttributeSetValues feature to Ability System. Allows for pulling attribute rows without needing an Actor or AbilitySystemComponent #rb david.ratti #c0der3view david.ratti #tests used to export paragon hero attributes #jira TON-25429 Change 3262414 on 2017/01/18 by Laurent.Delayen Fixed crash opening up Ice's AnimBP. #rb lina.halper #c0der3view thomas.sarkanen #tests opening up AnimBP doesn't crash anymore. Change 3262291 on 2017/01/18 by Ryan.Gerleve Cache the network role of AbilitySystemComponents in PreNetReceive, to make sure the role is correct during serialization if properties are received before BeginPlay. Factor out the caching into its own function to reduce code duplication. #rb david.ratti #tests golden path, bug repro #jira OR-31424 Change 3262062 on 2017/01/18 by Max.Chen Sequencer: Fixed crash caused by lingering persistent evaluation data Copy from Release-4.15 #jira UE-40775 #rb andrew.rodham #tests none Change 3262061 on 2017/01/18 by Max.Chen Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers - This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks. - This commit also ensures we don't fully rebuild templates in the editor when in Sequencer Copy from Release-4.15 #jira UE-40775 #rb andrew.rodham #tests none Change 3261946 on 2017/01/18 by Jason.Bestimt #ORION_DG - Fix for event tracks in sequencer #RB:none #Tests:none #R0BOMERGE: MAIN #c0der3view: Max.Chen, andrew.rodham, scott.james Change 3261812 on 2017/01/18 by Mieszko.Zielinski Made bos' perception component vlog information #Orion #rb Lukasz.Furman #test golden path Change 3261731 on 2017/01/18 by Benn.Gallagher Readded fix to clothing index buffer overflow (lost in merge a while back) #tests Editor, assigned clothing to skel mesh #rb Tom.Sarkanen Change 3261730 on 2017/01/18 by Robert.Manuszewski Build script sdk upgrade #rb none #tests Ran the script that was upgraded Change 3261392 on 2017/01/17 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant non-unity fix #rb none #tests compiled #R0BOMERGE-SOURCE: CL 3261391 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3261096 on 2017/01/17 by Laurent.Delayen OR-33666 Removed 'bImpartsVelocityOnRemoval' for additive root motion sources, as that can create a 'bouncing' effect when Velocity is modified externally. #rb frank.gigliotti #tests Preflight QA test https://jira.it.epicgames.net/browse/PQATC-8713 Change 3261030 on 2017/01/17 by Laurent.Delayen Fix crash in Persona. #rb none #tests doesn't crash Change 3260561 on 2017/01/17 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant Merging Fix from UE 4.15 Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created #rb Ori.Cohen #jira UE-39994 #tests na #R0BOMERGE-SOURCE: CL 3260557 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3260553 on 2017/01/17 by Ryan.Gerleve Change cvar in UDemoNetDriver::ShouldSaveCheckpoint to use GetValueOnAnyThread. Fixes OR-34759. #rb john.pollard #tests bug repro, golden path Change 3260202 on 2017/01/17 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 37/36.2 @ CL 3260077 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3260201 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3259560 on 2017/01/16 by Marcus.Wassmer Fix reflections #rb none #c0der3view Brian.Karis #tests added some reflections Change 3259348 on 2017/01/16 by Daniel.Lamb Moved automation maps from alwayscookmaps to AllAutomationMaps. #rb Andrew.Grant #test Cook Paragon + Fast Cook Paragon + Preflight Cook Paragon Change 3259113 on 2017/01/16 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant #ORION_MAIN - Merge 36.2 @ CL 3258788 #RB:none #Tests:compiled Win64 editor #R0BOMERGE-SOURCE: CL 3258986 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3259090 on 2017/01/16 by Chris.Bunner Duplicating CL 3246830: Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur. #rb None #tests Editor, -game, epic and min settings Change 3258910 on 2017/01/16 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - DAILY DG @ CL 3258854 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3258871 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3258807 on 2017/01/16 by Rolando.Caloca O - Fix for outlines #rb Chris.Bunner #tests Ran sovereign2 game #c0der3view Andrew.Grant Change 3258637 on 2017/01/16 by Charles.Anderson Removing wrongly added files (agrant) Change 3258601 on 2017/01/16 by Andrew.Grant Temp fix for rendering crash by disabling custom depth rendering #rb na #tests PIE'd Change 3258590 on 2017/01/16 by Tom.Wright One of these files are not syncing properly in my UnrealGameSync so I'm adding them manually (the .exe). Change 3258523 on 2017/01/16 by Andrew.Grant Removing intermediate build file that was checked in #rb #tests na Change 3258464 on 2017/01/16 by Andrew.Grant Fixes for non-unity #R0BOMERGE: Main #tests compiled Win64 #rb na Change 3258208 on 2017/01/15 by Mieszko.Zielinski FMetaNavMeshPath's Waypoints have been expanded to store user flags. #UE4 #rb none #test golden path Change 3258042 on 2017/01/14 by andrew.grant Merging test framework changes from //Orion/Release-36.2 to Main (//Orion/Main) #rb #tests preflighted #R0BOMERGE-SOURCE: CL 3258036 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) #R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //R0BOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml #c0der3view: andrew.grant, jason.bestimt Change 3258035 on 2017/01/14 by Andrew.Grant Disable MfMedia plugin by default Change 3257936 on 2017/01/14 by Andrew.Grant Merging from //UE4/Main @ 3253977 through Orion-Staging #rb na #tests QA smoke in staging, built locally, preflighted Change 3257583 on 2017/01/13 by Daniel.Lamb Removed nomcp from the commandline when running on PC #rb Trivial #test Buildcookrun paragon windows Change 3257320 on 2017/01/13 by Cody.Haskell #Orion - Ansel Integration into Replay Mode - Updated Ansel SDK - Bug Fix for Ansel plugin - Made it not look terrible when you pause the game in regular replay mode #rb Andrew #r3view-3256093 @andrew.grant #tests Golden Path, compiles on PS4 #lockdown Andrew.Grant Change 3257239 on 2017/01/13 by Frank.Gigliotti ApplyRootMotionJumpForce end velocity options; * "ApplyRootMotionJumpForce" task now supports setting the end velocity. * Moved root motion end velocity options from the individual tasks into the base class. * Fixed a property on UAbilityTask_ApplyRootMotionConstantForce not replicating properly. #RB None #Tests PIE Change 3256173 on 2017/01/12 by Laurent.Delayen Added additional debug message to ShowResaveMessage. #rb lina.halper #test loaded broken Femme assets. Change 3256082 on 2017/01/12 by Andrew.Grant Temp fix for BuildHealth warning. Following up with BP team #rb none #tests verifierd compile warnings are gone Change 3255991 on 2017/01/12 by Ben.Woodhouse Cherry pick NV gpu hang fix from //ue4/release-4.14 @3238182 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. #jira OR-22580 #rb none (r3viewed for 4.14 by Marcus Wassmer) #tests run locally on PC (change is windows-specific) Change 3255185 on 2017/01/12 by John.Nielson Made it so that PS4 compiles without warning from misordered initialization. #RB: r3view #r3view-3255186: Andrew.Grant #Test: None Change 3254885 on 2017/01/11 by Michael.Trepka CIS fix #rb none #tests none Change 3254568 on 2017/01/11 by Andrew.Grant Merging relay fix from //Orion/Release-36.2 to Dev-General (//Orion/Dev-General) #rb #tests na Change 3254544 on 2017/01/11 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant Robomerging previous fix to Dev-Gen #rb #tests na #R0BOMERGE-SOURCE: CL 3254532 in //Orion/Release-36.1/... via CL 3254537 via CL 3254540 #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3254204 on 2017/01/11 by Michael.Trepka Added title bar area to the game layer manager, so that games can easily setup custom title bar content when using borderless windows. Disabled/hidden by default #rb none #tests Tested in editor build on PC Change 3254074 on 2017/01/11 by Ryan.Gerleve Fix for gameplay tags not being recorded in client replays. #rb david.ratti #tests golden path, replays Change 3254035 on 2017/01/11 by Laurent.Delayen OR-28756 Added WaitForMovementInput Ability Task to use with Emote ability. #rb dave.ratti, frank.gigliotti #tests Kallari's emotes Change 3253736 on 2017/01/11 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36.2 @ CL 3253668 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3253715 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3252981 on 2017/01/10 by Daniel.Lamb Added async load package delegate. #rb Trivial #test BuildCookRun Paragon with local server Change 3252975 on 2017/01/10 by Daniel.Lamb Added EditorPerProjectUserSettings to the ignore config field for iterative cooking #rb None #test cook paragon. Change 3252784 on 2017/01/10 by Daniel.Lamb Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear. #rb Daniel.Lamb #test Rebuild lighting Paragon Change 3252460 on 2017/01/10 by Aaron.Eady #jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now. #rb robert.manuszewski Copied from CL #3252418 Written by Ben.Zeigler #c0der3view Ben.Zeigler, David.Ratti, Andrew.Grant #tests PIE Change 3252222 on 2017/01/10 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36.2 @ CL 3252019 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3252221 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3251379 on 2017/01/09 by Ori.Cohen Fix build #rb none #tests none Change 3251242 on 2017/01/09 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs. #rb none #lockdown Nick.Penwarden #tests none Change 3251240 on 2017/01/09 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX Win32 libs. #rb none #lockdown Nick.Penwarden #tests none Change 3251224 on 2017/01/09 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX Linux_x86_64-unknown-linux-gnu libs. #rb none #lockdown Nick.Penwarden #tests none Change 3251220 on 2017/01/09 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX PS4 libs. #rb none #lockdown Nick.Penwarden #tests none Change 3251206 on 2017/01/09 by Ori.Cohen Add logging to possible physx infinite loop. #JIRA OR-32515 #rb Dave.Ratti #tests none Change 3250847 on 2017/01/09 by Daniel.Lamb Added excution time stat to unrealpak. #rb Trivial #test BuildCookRun Paragon with timing info. Change 3250761 on 2017/01/09 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36.2 @ CL 3250717 #RB: none #Tests:none #R0BOMERGE-SOURCE: CL 3250759 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3249410 on 2017/01/06 by Chris.Bunner Duplicating CL 3249213: Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support. #rb None #tests -game windowed/fullscreen behavior Change 3249285 on 2017/01/06 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36.2 @ CL 3249117 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3249278 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3247989 on 2017/01/05 by Dan.Hertzka Re-adding the null checks from CL 3247771 in Release-36 (the R0BOMERGEd submit didn't include these for some reason) #c0der3view Andrew.Grant #rb none #tests Compiled and didn't crash on editor startup #R0BOMERGE: Main Change 3247790 on 2017/01/05 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant Robomerging! #tests #rb na #R0BOMERGE-SOURCE: CL 3247786 in //Orion/Release-36/... via CL 3247787 via CL 3247788 via CL 3247789 #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3247717 on 2017/01/05 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36.2 @ CL 3247673 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3247716 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3247575 on 2017/01/05 by David.Ratti -Fix crash if GE has a null linked target GE -Change FGameplayEFfectContext::Ability to be AbilityCDO via TWeakObjectPtr rather than a TSubclass. TSubclass is not weak, so if a class was GC'd while still in a GEEC somewhere, it could crash. #rb none #tests pie Change 3247032 on 2017/01/04 by Ori.Cohen Touch engine file to re-link physx libs #JIRA OR-32839 #rb none #tests none Change 3247006 on 2017/01/04 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX PS4 libs. #rb none #lockdown Nick.Penwarden #tests none Change 3246987 on 2017/01/04 by Ori.Cohen Add newline for ps4 #rb none #tests none Change 3246986 on 2017/01/04 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs. #rb none #lockdown Nick.Penwarden #tests none Change 3246981 on 2017/01/04 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX Linux_x86_64-unknown-linux-gnu libs. #rb none #lockdown Nick.Penwarden #tests none Change 3246969 on 2017/01/04 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX Win32 libs. #rb none #lockdown Nick.Penwarden #tests none Change 3246921 on 2017/01/04 by Ori.Cohen Fix automation to include #tests none #rb none #tests none Change 3246900 on 2017/01/04 by Ori.Cohen Fix newline issues for ps4. #rb none #tests none Change 3246666 on 2017/01/04 by Chad.Garyet Updating physx build to include switch and linux-arm64 integrate/resolve from dev-physics-upgrade #c0der3view ori.cohen Change 3246450 on 2017/01/04 by Arciel.Rekman Fix for sweeps taking too long time (OR-32839). - Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math). - Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal. - NVidia is aware and will investigate a better solution. #rb Ori.Cohen #c0der3view Ori.Cohen #tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day. Change 3246229 on 2017/01/04 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36.2 @ CL 3246134 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3246204 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3245068 on 2017/01/03 by Lukasz.Furman improving obstacle grid avoidance: adjusting start location when inside obstacle, fixes for string pulling #jira OR-33318 #rb none #c0der3view Mieszko.Zielinski #tests PIE Change 3244698 on 2017/01/03 by Lukasz.Furman compilation fix: removed optimization pragmas from AISense_Sight.cpp #rb none #tests none Change 3244679 on 2017/01/03 by David.Ratti Unify linked gameplay effect spec creation: -Linked GEs -Conditional Execution GEs -Overflow GEs -Expiration GEs (premature/routine) These now create the dependant GE Spec the same way, by duplicating the original context and copying spec tags, MINUS the original GE's asset tags. Actor tags are still recaptured at the moment the spec is created. #rb Lietz #tests golden path #c0der3view Billy.Bramer, Fred.Kimberley Change 3244499 on 2017/01/02 by Mieszko.Zielinski Major AI tactics upgrade #Orion Introduction of new objective dealing algorithm (CSP inspired) Bots can now place wards Bots can now destroy wards and other appopriately marked up OrionDamagableActors (content change in following CL, allows bots to see these actors) Switched OrionAIBot.CurrentEnemy to AActor type Removed code related to Jungle Rig objectives #rb none #test golden path Change 3242918 on 2016/12/22 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36.2 @ CL 3242890 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3242917 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3241817 on 2016/12/21 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36.2 @ CL 3241745 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3241811 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3240916 on 2016/12/20 by Ben.Marsh Add metadata properties to jobs that create promotable artifacts and execute promotions, for consumption by the pipeline tool. Properties are added to /job[XXX]/Pipeline/Promotable-<Platform>-<Type> or /Promotion-<Platform>-<Type>. #rb none #c0der3view David.Vossel, Trevor.Pounds #tests Ran through preflight Change 3240857 on 2016/12/20 by Lina.Halper Added ensure to track marker sync crash #rb: Laurent.Delayen #code r3view: Martin.Wilson #tests: PIE with mudangs Change 3240856 on 2016/12/20 by Laurent.Delayen Potential fix for sync marker crash. #rb lina.halper #c0der3view martin.wilson, lina.halper #tests Mudang Change 3240813 on 2016/12/20 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36.2 @ CL 3240768 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3240812 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3239624 on 2016/12/19 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36.2 @ CL 3239590 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3239623 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3238573 on 2016/12/16 by Andrew.Grant Moved console vars to source file to avoid multiple definitions (OR-33470) #rb none #tests compiled Change 3238077 on 2016/12/16 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36 @ CL 3238017 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3238059 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3237176 on 2016/12/15 by Laurent.Delayen Moved FloatRK4SpringInterpolator and VectorRK4Interpolator from Orion to Engine. #rb ori.cohen #c0der3view lina.halper, james.golding #tests Twinblast and Ice Change 3236911 on 2016/12/15 by Lukasz.Furman changed navgrid projection to use 2D poly search for more accurate results #orion #rb none #tests PIE Change 3236660 on 2016/12/15 by Jamie.Dale Updating Orion text block to upper-case its text in a localized way This also prevents it clobbering the text property value with the transformed text, resulting in key stability issues. #jira OR-32716 #rb Dan.Hertzka #tests Ran Orion and verified that the "all caps" text was correct, and responded to live-culture changes #R0BOMERGE: Main, Release-36 Change 3236658 on 2016/12/15 by Jamie.Dale Adding FText::ToLower and FText::ToUpper These also track history and rebuild when the text they were generated from is changed. #jira OR-32716 #rb Dan.Hertzka #tests Ran Orion and verified that the "all caps" text was correct, and responded to live-culture changes #R0BOMERGE: Main, Release-36 Change 3236501 on 2016/12/15 by Lukasz.Furman enabled navigation grid avoidance for jungle minions #jira OR-33318 #rb Mieszko.Zielinski #tests PIE Change 3236479 on 2016/12/15 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36 @ CL 3236423 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3236474 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3236399 on 2016/12/15 by Andrew.Grant Fixed pkg warning "Patch created by newer SDK must contain sce_module files" by not excluding "libSceNpToolkit.prx" #rb none #tests none #R0BOMERGE: Main,36 Change 3236280 on 2016/12/15 by Benn.Gallagher Fixed crash when clothing cooked data is updated on a client that is not powerful enough to run multithreaded physics (2 or fewer cores) #rb Ori.Cohen #jira OR-33248 #tests - Editor + PIE, running through multiple character viewer screens in menu (as per repro), forced single threaded physics and re-ran tests Change 3235666 on 2016/12/14 by Matt.Schembari Merging 3200968 from Dev-Editor for OR-32947. #c0der3view Andrew.Grant,Arthur.Flew #tests compile ------- Fixed localization gather including texts that were instanced or otherwise unchanged - It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default. - UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances. #rb Nick.Darnell --------- Change 3235315 on 2016/12/14 by Adric.Worley Fix FText parse warning spam when dragging in world outliner #jira UE-29099 #tests editor #rb Matt.Kuhlenschmidt Change 3235177 on 2016/12/14 by Sam.Zamani Chat toxicity info added to every out-going party/team chat message Added optional "chat-info" XML element to XMPP chat stanzas being sent to a MUC room The chat info is added to the room's configuration via ChatInterface OSS Currently capturing playlist id, team size, and party size with each chat message OGS-479 Add extra attributes to XMPP chat messages for toxicity processing #rb: josh.markiewicz, rob.cannaday #coderview: ian.fox #tests: none Change 3235093 on 2016/12/14 by Arciel.Rekman Linux: switched PhysX/APEX debug info to DWARF3 and rebuilt the libs - Also fixed an unrelated compile error (by suppressing the warning - do not merge back to main). #rb Ori.Cohen, Andrew.Grant #c0der3view Ori.Cohen, Andrew.Grant #tests Compiled the server Change 3234913 on 2016/12/14 by Andrew.Grant Duplicated 3200382 from Dev-Core as suspected fix for OR-33328 #rb #tests na Change 3234910 on 2016/12/14 by Laurent.Delayen Added AnimNotifyState_DisableRootMotion to turn off root motion during a RootMotion Montage, and give control back to the player. #rb martin.wilson #tests Ice RootMotion Ult networked. Change 3234823 on 2016/12/14 by Lukasz.Furman added capsule support for local navigation grids #orion #rb none #tests PIE Change 3234768 on 2016/12/14 by Lukasz.Furman fixed crash in registering debug scene proxies of gameplay debugger tool #orion #rb none #tests PIE Change 3234682 on 2016/12/14 by Chad.Garyet Adding physx build to dev-general Change 3234643 on 2016/12/14 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 35.2/36 @ CL 3234401 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3234640 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3234597 on 2016/12/14 by Wes.Hunt Merging RealMoneyPurchaseComplete delegate from CatalogHelper into Orion * Hooked it up so CatalogHelper doesn't take a persistent reference to the analytics provider. Extensive refactor of Orion's AnalyticsProvider lifetime and management. * More tightly controlled provider lifetime, eliminated need to recreate the providers unnecessarily. * Made provider access functions simpler and clarified creation vs. access (no more lazy getters). * Improved handling of GameSessionIDs and UserIDs outside of match to improve data clarity for the analytics backend. Details: AnalyticsProviderET * Added Get/SetAppID APIs to allow the AppID to change without recreating the provider (needed for CompQA support, which isn't always known when the provider is created). * SetAppID and SetSessionID now flush their cached events before changing them. * SetUserID still does not Flush because we inadvertently rely on this so the UserID can be set several frames later and all events will be sent with a valid UserID. OrionAnalytics * Simplified contract for correctly creating a new provider: CreateAnalyticsProvider now takes an AccountID and GameSessionID so the provider can be fully initialized with a single call. * Exposed CreateAppID function so the places where the AppID needed to dynamically change (CompQA purposes) could use shared Orion naming conventions. * Exposed SetDefaultAttributes function so game code could share the logic for setting default attributes. * Add assert to CreateAnalyticsProvider because we never expect it to fail, and outside code doesn't have to do it. DemoNetDriver * Exposed UDemoNetDriver::GetDemoSessionID to allow analytics to set a consistent GameSessionID during replay that is NOT the game session ID of the original match, which was throwing heartbeat events for replays into the same session on the backend, if the replay was watched fast enough. OrionGameInstance * Server's analytics provider moved to GameInstance as it's lifetime is more appropriate than the GameMode. * SetUserID now works in PIE, and sets it to PIE_INSTANCE so we don't pollute our account data with random GUIDs GameInstanceCommon * When playing back a replay, use the DemoNetDriver's SessionID instead of the Game Session ID of the game being replayed. OrionGameMode_MOBA * Moved Login functionality to GameMode_Base so it will work properly in all Orion GameModes (ie, DraftLobby). OrionGameMode_Base * Removed SetAnalyticsProvider. This was confusing the interface and making it seem like providers could change dynamically (they couldn't). * GetAnalyticsProvider changed to just get it from the GameInstance where it is really stored now. OrionPlayerController_Base * Removed SetAnalyticsProvider. No external code should be changing the provider. * Exposed an explicit CreateAnalyticsProvider so GetAnalyticsProvider() no longer has to lazily create the provider. * Added some asserts on preconditions to CreateAnalyticsProvider to ensure we are not creating them at the wrong times. OrionGameSession * The Server Analytics provider now sets a UserID that is a combination of the machine name, PID, and a GUID unqiue to that run. This makes server analytics easier to trace back to servers. OrionGameState_Base * CreateGameSessionID renamed to StoreGameSessionID to better reflect that it isn't creating anything. * Remove the code that sets a random GUID for non game modes, which was just confusing the session handling code on the analytics backend. * Ensure that demo playback sets the demo session ID and not the replayed game's session ID. OrionGameStateMain * GameSessionID is always set to the empty string for non game modes. McpContext * InitAnalytics no longer needs to create the analytics provider or restart any session, etc. It just sets the new AppID (if we now know we are CompQA) and the UserID (since we just logged in). #c0der3view:john.pollard,ryan.gerleve,josh.markiewicz #rb josh.markiewicz #tests extensive runs of the game, dedicated server, menu, and match traveral, and replay watching. Also editor, PIE standalone, PIE w/ dedicated server, and nomcp configurations to ensure no crashes and the providers are created as expected, not recreated, and get the proper Session and GameSessionIDs at the expected times. #R0BOMERGE-AUTHOR: david.nikdel #CatalogHelper #Analytics: - Added a RealMoneyPurchaseComplete multicast delegate to CatalogHelper mostly intended for apps to be able to listen for this event (not as a completion delegate) and do their own analytics events. - Rolled up a bunch of the params into a struct for forward compatibility - Moved the ECom.ClientInAppPurchase code into a helper on the struct (would like to get this out of catalog helper now that the delegate is there) [c0der3viewed]: Ian.Fox, Wes.Hunt #R0BOMERGE-SOURCE: CL 3209122 in //WEX/Release-05/... via CL 3209123 #R0BOMERGE-BOT: OGS (BattleBreakers -> Main) #AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209125 by Jason.Bestimt on 2016/11/23 12:33:06. #R0BOMERGE-AUTHOR: david.nikdel Why does the compiler think a parameter can "hide" a non-static member from an outer class. That is most definitely not in scope... #R0BOMERGE-SOURCE: CL 3209212 in //WEX/Release-05/... via CL 3209213 #R0BOMERGE-BOT: OGS (BattleBreakers -> Main) #AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209214 by Jason.Bestimt on 2016/11/23 14:00:12. #R0BOMERGE-AUTHOR: david.nikdel #CatalogHelper: Change to AnalyticsProvider to shared reference [c0der3viewed]: Ian.Fox #R0BOMERGE-SOURCE: CL 3209222 in //WEX/Release-05/... via CL 3209223 #R0BOMERGE-BOT: OGS (BattleBreakers -> Main) #AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209225 by Jason.Bestimt on 2016/11/23 14:07:47. #R0BOMERGE-AUTHOR: wes.hunt Ensure that Heartbeat events will not clog the retry queue if the data router cannot be reached. * Renamed to Usage.Heartbeat and Context to match the more "non-gamey" naming we want to move to (also can't have WorldExplorers prefix). * Removed the Analytics provider from McpCatalogHelper and use the callback delegate instead. This removes analytics assumptions from the McpCatalog code and allows the analytics provider references to not leak outside of WExpAnalytics. This allows us to put ensures in the shutdown code to make sure it doesn't leak and sessions are closed when we expect. Also cleaned up some code that tried to work around the fact that outside code held onto a reference when trying to end the session. [c0der3viewed]:david.nikdel #jira wex-4038 #R0BOMERGE-SOURCE: CL 3209575 in //WEX/Main/WEX/Plugins/... #R0BOMERGE-BOT: OGS (BattleBreakers -> Main) #AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209653 by Jason.Bestimt on 2016/11/24 01:43:48. Change 3233911 on 2016/12/13 by Andrew.Grant Duplicating 3203865 from //UE4/Dev-Sequencer/... #tests #rb na Change 3233789 on 2016/12/13 by Olaf.Piesche Replicating 3233289 from Dev-Rendering - light component distance fade properties not initialized #c0der3view marcus.wassmer #rb marcus.wassmer #tests build Change 3233016 on 2016/12/13 by Ryan.Gerleve Fix for conditional properties being evaluated incorrectly when recording replay checkpoints. Fixes heroes appearing as grey boxes in deathcam and replays. #jira OR-32926 #tests golden path, deathcam, replays #rb john.pollard Change 3232909 on 2016/12/13 by Laurent.Delayen Renamed USkeletalMeshComponent::IsPlayingRootMotion() to ::IsPlayingNetworkedRootMotionMontage() to better match what the function does, and match definitions in ACharacter. (Also checks for RootMotionMode to be FromMontageOnly). Added proper IsPlayingRootMotion() to match ACharacter. Also constified these functions. #rb Martin.Wilson #tests Ice Root Motion ult Change 3232336 on 2016/12/13 by David.Ratti Spot merge async loading fix #rb Gil #tests cooked build front end store Change 3231733 on 2016/12/12 by Andrew.Grant Added code to dump out deferred engine commands when frametime is above desired #rb Michael.Noland #tests compiled, ran server #R0BOMERGE: Main Change 3231406 on 2016/12/12 by Laurent.Delayen CharacterMovementComponent: allow physics rotation to be performed during AnimRootMotion. #rb none #tests Ice Change 3230272 on 2016/12/10 by Andrew.Grant Fix for automation code being dead-stripped #rb none #tests verified automation works Change 3229976 on 2016/12/09 by Ryan.Gerleve Fix multiple UI/HUD issues during deathcam playback: No longer switch the local player's PlayerController during deathcam playback. The game player controller will now set it viewtarget to the hero in the deathcam replay. Add an option for the recording DemoNetDriver to not spawn a spectator controller at all. Clean up some hacks that were needed when the player controller did switch to make the card shop close properly. Remove other code that was related to the player controller switch. Add a deathcam camera component to hero characters and activate it during deathcam playback. Factor out the code common to the spectator chase camera and the deathcam camera into a helper struct that both camera components use. Client notifies the server when it starts and stops deathcam, so the server knows not to update the client's viewtarget for the duration. #jira OR-32433, OR-32568, OR-31299, OR-31197 #rb john.pollard, jon.lietz #tests golden path, deathcam, replays Change 3229790 on 2016/12/09 by Lina.Halper #DUPEFIX of CL 3219688 Merging using //Orion/Dev-General_to_//UE4/Dev-Framework Expected fix for cooking issue of animation #rb: Martin.Wilson #code r3view: Martin.Wilson, Laurent.Delayen #tests: none Change 3228731 on 2016/12/09 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 35.2 @ CL 3228573 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3228715 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3228602 on 2016/12/09 by Benn.Gallagher Added temporary CVar to fix broken clothing imports due to errant transposition of bone bind matrices on apx file import. This should not be integrated to main - hoping on a fix soon from Nvidia for this issue to be fully solved, this just gets our content creators back up and running while Nvidia investigates #tests Win64 Editor, importing clothing files for Twinblast and Fallen Angel #rb Lina.Halper Change 3227456 on 2016/12/08 by Andrew.Grant Stopped _BUiltData from being dirtied by autosave (copied from 3223169 in Dev-Editor) #rb #tests na Change 3227417 on 2016/12/08 by David.Ratti Fix category on gameplay tag settings #rb none #tests none Change 3227401 on 2016/12/08 by David.Ratti GameplayTag category restrictions remapping support. This allows engine properties to specify categories that can be specified/expanded by projects. Added categories for gameplayeffect tags #rb BenZ #tests editor, golden path #c0der3view Billy.Bramer, Fred.Kimberly Change 3227368 on 2016/12/08 by Uriel.Doyon Simple forward shading now disables self shadowed translucency (because it samples an invalid volumetric light buffer). #jira OR-32645 #tests Loaded editor, tested in game at different quality settings #rb daniel.wright Change 3227243 on 2016/12/08 by David.Ratti Spot integrate CL 3225990 to fix tag sorting #rb none #tests compile Change 3227029 on 2016/12/08 by Laurent.Delayen Fixed crash when creating a new Montage from scratch. #rb Lina.Halper #tests no more crashing when creating a montage from scratch Change 3226877 on 2016/12/08 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 35.2 @ CL 3226846 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3226876 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3226157 on 2016/12/07 by Aaron.McLeran Implementing UE-39421 fix into Orion-DevGeneral2 #rb none #tests Be able to view sound class graphs without destroying links. Change 3225422 on 2016/12/07 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - PhysX libs null merge from 35.2 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3225413 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3224772 on 2016/12/07 by David.Ratti Fix for Rentry in gameplaycue GetWorld functions #rb none #tests golden path Change 3224771 on 2016/12/07 by David.Ratti Reset RemoetInstanceHasended in UGameplayAbility::PreActivate #rb none #tests pie Change 3224752 on 2016/12/07 by Ben.Marsh Merge CL 3224750 from //UE4/Main: Removing -forcelogflush parameter from UAT invocations of the editor to improve cook times. #rb none #tests preflight Change 3224691 on 2016/12/07 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 35.2 @ CL 3224223 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3224690 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3224166 on 2016/12/06 by Daniel.Lamb Reenabled iterative cooking inisettings saving. #rb Trivial #test Cook paragon Change 3223965 on 2016/12/06 by Uriel.Doyon 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. #rb daniel.wright #tests modified different shaders in the material editor and also in the material instance editor Change 3223953 on 2016/12/06 by Frank.Gigliotti Root motion time stamp reset; * The character movement time stamp is now decremented by MinTimeBetweenTimeStampResets instead of being reset to 0. * The character movement time stamp reset is now applied to the start times on root motions. This fixes root motions being stuck on since the time stamp could potentially never reach the start time. * Changed how root motion detects invalid start times since a negative start time is now valid. #RB zak.middleton, laurent.delayen #c0der3view zak.middleton, laurent.delayen #Tests PIE Change 3223463 on 2016/12/06 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 35.2 @ CL 3223380 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3223458 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3223219 on 2016/12/06 by Daniel.Lamb Added more stats to saving asset registry code. #rb None #test cook Change 3222459 on 2016/12/05 by Uriel.Doyon "Texture Streaming Build" now updates the map check after execution. Removed texture streaming data for primitives hidden in game. Fixed an issue where build all would not rebuild texture streaming data. #rb none #jira OR-32771 #tests rebuilt texture streaming data in different maps Change 3222246 on 2016/12/05 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant Suppress warning when converting from int when the dest is floating point and the converted values are the same #rb none #tests verified converting -1 to -1.000 no longer results in a warning #R0BOMERGE-SOURCE: CL 3222245 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3221951 on 2016/12/05 by Daniel.Lamb More stats into saving asset registry. #rb None #test cook paragon Change 3221518 on 2016/12/05 by Daniel.Lamb Added some more ini settings parsing stats. Removed SaveCurrentIniSettings when not using iterative builds as it is slow will reenable when it's fast again. #rb None #test Cook paragon Change 3221475 on 2016/12/05 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant Fix for atrac9 logging issue on PS4 #rb none #tests compiled PS4 client in unity #R0BOMERGE-SOURCE: CL 3221474 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3221403 on 2016/12/05 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 35.2 @ CL 3221235 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3221399 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3221247 on 2016/12/05 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant Third-try at fixing non-unity compile issue #rb none #tests compiled PS4 client #R0BOMERGE-SOURCE: CL 3221242 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3219738 on 2016/12/02 by Daniel.Lamb Integrate Dev-Platform -> Dev-General Added support to rebuild lightmaps commandlet for building lightmaps in seperate files. #rb Daniel.Wright #test rebuild lighting Custom QAGame maps. #jira OR-31907 Change 3219133 on 2016/12/02 by Jason.Bestimt #R0BOMERGE-AUTHOR: guillaume.abadie Cherry picks Dev-Rendering's 3209305: Fix contact shadow's assemption on objects thickness #rb None #R0BOMERGE-SOURCE: CL 3219131 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3219081 on 2016/12/02 by Andrew.Grant Merging material fixes in 3208490 from //UE4/Dev-Rendering/... to //Orion/Dev-General/... #rb none #tests compiled WIn64 editor Change 3218980 on 2016/12/02 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 35.2 @ CL 3218942 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3218979 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3218970 on 2016/12/02 by Andrew.Grant Second attempt at unity / non-unity fix #rb none #tests compiled PS4 Client Change 3218807 on 2016/12/02 by Andrew.Grant Fix for non-unity issue #rb none #tests compiled Win64 editor Change 3218472 on 2016/12/01 by Andrew.Grant Temp fix to allow checked-out blueprint to compile #rb none #tests none Change 3218417 on 2016/12/01 by Andrew.Grant Merging //UE4/Main @ 3205566 through //UE4/Orion-Stating #rb #tests na Change 3218140 on 2016/12/01 by Arciel.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). #rb Michael.Trepka #c0der3view Bart.Hawthorne, Andrew.Grant. #tests none in this branch (Merging 3218133 from Dev-Platform to to //Orion/Dev-General) Change 3216959 on 2016/12/01 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 35.2 @ CL 3216930 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3216954 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3216341 on 2016/11/30 by Michael.Noland Engine: Reduced the length of the hitch when turning off ToggleDebugCamera while showdebug was active by removing expired strings from the back of the array instead of the front (the underlying issue of strings accumulating while not being displayed / processed is covered by UE-39226) #rb marc.audy #tests showdebug significancemanager + toggledebugcamera + wait 30 s + toggledebugcamera Change 3216233 on 2016/11/30 by Andrew.Grant Generate symbols for PS4 as a post-build UBT step At runtime do a better job of searching paths for symbols #rb Marcus.Wassmer #tests verified symbols are generated and valid Change 3215522 on 2016/11/30 by David.Ratti Fixes from Simon for particle significance overriding explicit call to SetEmitterEnabled by game code. #rb none #tests pie #c0der3view Simon.Tovey Change 3215444 on 2016/11/30 by Aaron.McLeran OR-19392 (and now) OR-32017 Reintroducing CL 2943174 after it was lost due to integration issues! #rb none #tests none Change 3215110 on 2016/11/30 by jason.bestimt #ORION_MAIN - Merge 35.2 @ CL 3215050 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3215097 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) #R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Rampage/Skins/Rampage_v001_IceBlue/M_RampageV001_MASTER.uasset #c0der3view: jason.bestimt Change 3213268 on 2016/11/29 by jason.bestimt #ORION_MAIN - Merge 35.2 @ CL 3213062 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3213118 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) #R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //R0BOMERGE_ORION_Dev_General/OrionGame/Source/BlueprintContext/Private/BannerContext.cpp #c0der3view: jason.bestimt Change 3212226 on 2016/11/28 by Aaron.McLeran OR-32363 Client ensure with USoundWave::GetResourceSize() v35 DevGen Ensure is not valid since it's possible for the sound wave to have its resource size queried before its finished decoded in the case of precache on load. Rather than report ResourceSize (the compressed asset size), we're going to just report the fully decompressed data size (RawPCMDataSize) since that's what it will be when it finishes decoding. #tests none #rb zak.middleton Change 3208273 on 2016/11/22 by Tim.Elek Fix for Tonemapping sharpen black border for HDR #rb marc.olano #c0der3view marcus.wassmer, jordan.walker, andrew.grant Change 3207881 on 2016/11/22 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant If a requested package can't be found and async loading is not an option, load the object instead of hoping that FlushAsyncLoading() will make things right... This flaw was spotted while investigating OR-31699 which was due to a different issue, but should have been handled by this codepath. #rb none #tests Faked a condition where a package wasn't loaded on the client but became referenced by a object from the server [c0der3viewed] Ben.Ziegler #R0BOMERGE-SOURCE: CL 3207880 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3207807 on 2016/11/22 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant Fix for OR-31699 While preloading packages check that a package has actually been loaded. Previously this could result in a package failing to load because FindObjectFast would return it to itself (!) #rb none [c0der3viewed] Michael.Noland #tests verified can load into Monolith and get the shadow buff #R0BOMERGE-SOURCE: CL 3207806 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3207756 on 2016/11/22 by David.Ratti rollback networking changes since they seem to be causing side effects and v35 isnt the version to take chances on #rb none #tests compile Change 3206348 on 2016/11/21 by Dan.Hertzka Re-added lost type checking changes to the widget BP compiler when evaluating whether to bind a widget Also added the type check when renaming a widget - if the property name is taken by a BindWidget property, but the widget isn't of a valid type, the rename now fails #c0der3view Nick.Darnell #rb Nick.Darnell #tests Widget BP binding Change 3205882 on 2016/11/21 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3205612 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3205880 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3205802 on 2016/11/21 by Daniel.Lamb Fixed commandlet used for diffing cooked packages and generating serialization callstacks. #rb None #test Diff cooked package commandlet Change 3204959 on 2016/11/18 by Ryan.Gerleve World time is no longer adjusted when scrubbing in replays. Fixes several issues related to deathcam. Originally done to to fix ability cooldowns in replays, but shouldn't be necessary. #rb john.pollard #jira OR-30918, OR-31268, OR-31302 #tests golden path, deathcam, replays Change 3204805 on 2016/11/18 by Frank.Gigliotti Don't clamp root motion finish velocity if it doesn't need it. #RB None #Tests PIE Change 3204327 on 2016/11/18 by Mieszko.Zielinski Extended UBTDecorator_IsAtLocation with an option of using regular geometric distances rather than pathfollowing-based test #UE4 #rb Lukasz.Furman #test golden path Change 3204078 on 2016/11/18 by Ryan.Gerleve Flip incorrect sort when there are multiple viewpoints in the significance manager (duplicate of CL 3203997 from Dev-Framework). Fixes objects having incorrect significance in deathcam playback. #rb marc.audy #tests golden path, deathcam Change 3204041 on 2016/11/18 by John.Pollard Fix issue where old player controller from draft lobby was hanging around, causing replication warnings #rb BartH #tests Replays Change 3203971 on 2016/11/18 by John.Pollard Fix assert that can occur in player controller iterator when last element cast's to nullptr #rb BartH #tests Live + replays Change 3203843 on 2016/11/18 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3203682 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3203842 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3202948 on 2016/11/17 by Daniel.Lamb Disabled warning about invalidating cook due to unparsable ini setting. This occurs when you don't have any previously cooked content (like on build machine). #jira OR-31916 #rb trivial #test cook paragon Change 3202798 on 2016/11/17 by David.Ratti Fix logic error around bSuppressGameplayCues #rb none #tests compile Change 3202761 on 2016/11/17 by Jason.Bestimt #R0BOMERGE-AUTHOR: david.ratti Use FObjectKey instead of UClass* for function acceleration map. Speculative fix for rare client crash. #rb none #test pie #R0BOMERGE-SOURCE: CL 3202552 in //Orion/Release-34.3/... via CL 3202760 #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3202688 on 2016/11/17 by Michael.Noland Engine: Adding stats to performance assassians GetAllActorsWithInterface and GetAllActorsWithTag to make them clearer in dumphitches reports (also in GetAllActorsOfClass, which is usually fine unless used with something really broad like AActor or AStaticMeshActor) #rb none #tests Compiled and ran on PS4 Change 3202687 on 2016/11/17 by Michael.Noland Engine: Changed console variables and commands to allow using ? immediately following the command (without a space) to bring up the help text, in addition to the existing behavior of using ? as the first parameter #tests Tested with/without spaces on both a console variable and a console command #rb nick.darnell Change 3202686 on 2016/11/17 by Michael.Noland Engine: Made help console command open the generated HTML file via LaunchURL on windows #tests Tested help command on Windows (LaunchURL with file:// use is only enabled for Windows now, but will be tested on Mac and possibly enabled later) #rb nick.darnell Change 3202622 on 2016/11/17 by Ryan.Gerleve Support duplication of UReflectionCaptureComponents that were loaded from cooked data. Needed to support deathcam in Monolith. #rb daniel.wright #tests golden path on monolith with deathcam enabled on PS4 Change 3202575 on 2016/11/17 by Dan.Hertzka Blur widget updates - Renamed to SBackgroundBlur/UBackgroundBlur - Split SBackgroundBlur out into its own file - Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha - Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set - Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version) - Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image #c0der3view Matt.Kuhlenschmidt #rb none #tests PIE & widget designer Change 3202533 on 2016/11/17 by Mieszko.Zielinski Fixed new toggleable nav links not working in client-server environment #Orion #rb none #test golden path Change 3202456 on 2016/11/17 by Mieszko.Zielinski Introduced a new constant to Recast soruces to be used as initial value of tile salt variables #UE4 #rb none #test golden path Change 3202414 on 2016/11/17 by Chris.Bunner Clamp eye adapation working area to match scene viewrect. #rb Marcus.Wassmer #tests Editor #jira OR-31821 Change 3202205 on 2016/11/17 by David.Ratti Networking fix: -Fix ensure about Delayed Prediction Key being flushed while invalid -Fix issue where predicted GE would be removed due to prediction key catch up, but would be added to the removed predicted GE list, causing the later replicated GE to be ignored incorrrectly. This can cause cooldowns to not appear on client, making abilities appear to not function. #rb none #tests golden path, latency #c0der3view Frank.Gigliotti Change 3202063 on 2016/11/17 by Jason.Bestimt #R0BOMERGE-AUTHOR: nicholas.davies #jira OR-31641 Chat logs overlap text box when pressing enter Jamie Dale fix for adjusting text spacing when lines are removed from TextLayouts [c0der3viewed] Jamie.Dale #RB Jamie.Dale #TESTS Chat should no longer overlap when more than 40 messages have been added #R0BOMERGE-SOURCE: CL 3202062 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3201964 on 2016/11/17 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3201880 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3201956 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3201426 on 2016/11/16 by Mieszko.Zielinski Implemented a generic way to set up simple point navigation links that could be disabled at runtime on static navmesh #Orion #rb none #test golden path Change 3201174 on 2016/11/16 by John.Pollard Increase number of retries when refreshing viewer fails + refactor so that a refresh doesn't starve other REST calls #rb BartH #tests Replays Change 3200669 on 2016/11/16 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant Merging test framework changes from Release-34 to resolve some known conflicts #rb #tests na #R0BOMERGE-SOURCE: CL 3200668 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3199192 on 2016/11/15 by Lina.Halper Extra ensure for the crash with OR-31795 #jira: OR-31795 #rb: Laurent.Delayen #tests: cooked, and test AI_Test with 9 bots Change 3199187 on 2016/11/15 by Aaron.McLeran UE-35533 Implementing from CL 3112097 Dev-Framework for joey #tests Perform tests described in JIRA #rb Jeff.Campeau Change 3199094 on 2016/11/15 by Eric.Newman Only ping Slate last interaction time for analog input outside the deadzone Orion now only reports handled for analog movements outside the deadzone #c0der3view matt.kulhenschmidt,chris.gagnon #rb cody.haskell #tests golden path w/ ps4 controller on PC Change 3199085 on 2016/11/15 by Laurent.Delayen Potential fix for https://jira.it.epicgames.net/browse/OR-31795 #rb lina.halper #tests twinblast ult multiPIE Change 3198934 on 2016/11/15 by Frank.Gigliotti Fixed out of sync root motion ability tasks; * Root motion ability tasks were out of sync and ending before the root motion was finished. The tasks now wait for the root motion to say it is done. #RB Laurent.Delayen #Tests PIE Change 3198486 on 2016/11/15 by David.Ratti Iniitalize EffectContext to default ASC EffectContext when no context is specified in AddGameplayCue_Internal. Fixes some GC translation issues. #rb none #tests pie Change 3198424 on 2016/11/15 by Rob.Cannaday Fix JSON_SERIALIZE_OBJECT_SERIALIZABLE macro in write mode not beginning a JSON object #rb ian.fox #tests class using JSON macros that writes a named subobject (BEGIN_JSON_SERIALIZER/JSON_SERIALIZE_OBJECT_SERIALIZABLE("name", obj)/END_JSON_SERIALIZER) Change 3198418 on 2016/11/15 by Rob.Cannaday More profiling for hitch when receiving friend request #jira OR-30503 #rb ian.fox #tests front end add/remove friend #lockdown nicholas.davies Change 3198214 on 2016/11/15 by David.Ratti Ability System: Added support for some advanced client prediction with the intention of removing latency from the effective duration of predictive gameplay effects. 1. Predicted GameplayEffect reconciliation. Predicted GEs are now reconciled with their replicated counter parts. Previously the predicted GE would be removed when the replicated one came in. Now we reconcile the predicted GE with the replicated GE, and throw out the replicated GE as if it was never added. To the outside, the predicted GE becomes the replicated GE seamlessly. 2. Server retry client activation fails. When a client ability activation fails on the server, the server can retry the activation for a few frames before officially failing it. This is to combat minor discrepencies caused by different server frame rate or jitter in networking conditions. The common example is that we handle RPCs at the top of the frame, before we update timer manager and removed expired GEs or end animations. Both features can be disabled with -DisableAdvancedClientPrediction. They can be toggled individually via config file. #QAr3view: 1. Verify ping time no longer affects attack speed OR-30123. We still expect packet loss to have some effect on rate of fire. 2. Be on the look out for "ability stuck" type of issues 3. If there are resources, I would like to get 2 people to give qualitative feedback on this. Have them lane 1v1 for ~7 minutes with 200 ms of ping (no packet loss). Do this twice, once normally and again with -DisableAdvancedClientPrediction on both client AND server. Do it blind: don't tell them which run has which setting, just see if they notice differences. The hope is that your LMB attacks feel consistent with respect to timing and match what the UI shows in terms of cooldown. I would recommend testing with Murdock and maybe a melee like Crunch #rb frank #c0der3view Frank.Gigliotti, Billy.Bramer, Fred.Kimberley #tests pie, golden path Change 3197309 on 2016/11/14 by Laurent.Delayen Additional debugging info for https://jira.it.epicgames.net/browse/OR-31266 #rb none #tests riftmage + venus VS riftmage multiPIE Change 3196654 on 2016/11/14 by Laurent.Delayen Additional debug info to track down https://jira.it.epicgames.net/browse/OR-31677 #rb none #tests compiles [CL 3276432 by Andrew Grant in Main branch]
2017-01-27 23:32:44 -05:00
if ( Feature == ETargetPlatformFeatures::ShouldSplitPaksIntoSmallerSizes )
{
return TProperties::IsClientOnly();
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3271386) #lockdown Nick.Penwarden Change 3270776 on 2017/01/24 by Laurent.Delayen Fixed missing call to CacheBones in AnimNode_SubInstance. Fixes Mudang crash. #c0der3view benn.ghallager, lina.halper #tests does not crash #rb none Change 3270483 on 2017/01/24 by Shaun.Kime Removing the ensure and making it behave safely whenever the scene count is out of sync. Since Paragon isn't using the primary driving feature of MaterialParameterCollections in the UI that required this feature, Nick Darnell and I deemed this okay. #jira OR-34919 #rb nick.darnell #tests PIE and golden path Change 3270067 on 2017/01/24 by Laurent.Delayen Fixed crash when recompiling Mudang's AnimBP. (SubInstances array holding null references) #rb benn.ghallager #tests doesn not crash Change 3269760 on 2017/01/24 by Daniel.Lamb Added more files to inisettings blacklist. #rb Trivial #test cook paragon. Change 3269578 on 2017/01/24 by jason.bestimt #ORION_MAIN - Merge 37.2 @ CL 3269468 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3269570 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) #R0BOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand. //R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Grux/Abilities/Stampede/GA_Grux_Stampede.uasset //R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Ice/Icons/Minimap_char_portrait_Ice.uasset //R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Ice/Icons/PORT_Ice.uasset #c0der3view: jason.bestimt Change 3269141 on 2017/01/23 by Mieszko.Zielinski TSimpleCellGrid::InvalidCell refactor to avoid it being a static member variable #UE4 #rb Lukasz.Furman #test golden path Change 3268953 on 2017/01/23 by Jason.Bestimt #ORION_DG - R0BOMERGE resolution from MAIN to DG of compile fix and banner stuff #RB:none #Tests:none #c0der3view: matt.schembari, andrew.grant Change 3268576 on 2017/01/23 by John.Pollard Add DemoNetDriver to the level collection earlier to remove small window where World->DemoNetDriver could be null as a result of FScopedLevelCollectionContextSwitch #rb RyanG #tests Live game play + replays + instant replay Change 3268119 on 2017/01/23 by Daniel.Lamb Added support for splitting up chunks into maximum sizes. #rb Andrew.Grant #test Cook paragon ps4 windows windowserver Change 3268020 on 2017/01/23 by Dan.Hertzka Moving TreeFilterHandler.h out into Slate/Public via branch & delete #c0der3view Nick.Darnell #rb none #tests compile Change 3267820 on 2017/01/23 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 37.2 @ CL 3267733 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3267817 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3266798 on 2017/01/20 by Daniel.Lamb Make the diff files commandlet more helpful. #rb Trivial #test Diff files commandlet. Change 3266795 on 2017/01/20 by Daniel.Lamb Fixed issue with Cooked packages trying to load dependencies from a dependency offset which is incorrect. #rb Gil.Gribb #c0der3view Gil.Gribb #test Load cooked packages using the editor. Change 3266310 on 2017/01/20 by Daniel.Lamb Fixed issue with cook ont he fly not resolving string asset reference redirectors on load. Added fastcook to the iterative cook detection. #rb Jamie.Dale #test Cook Paragon Change 3265879 on 2017/01/20 by Jon.Lietz fixing PS4 compile error #rb none #tests compiles #c0der3view andrew.grant Change 3265756 on 2017/01/20 by Jon.Lietz quest evaluator - added in an ability type that will evaluate in game events and increments player stats for quests, these abilities can be granted by quests or the hero data - added support to the ability system to have ability specs not replicated to the client, this will allow for passive only abillities for quest evaluation to only live and exicute on the dedicated server - now support loading in data for quest info asynchronously - orion quests can now grant evaluator abilities to the players that own the quests - AOrionPlayerState_Game::GiveAbilityData() now grabs all the abilities from active quests - at the end of the match unload any data loaded by the quests #RB david.ratti #test granting abilities Change 3265658 on 2017/01/20 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 37 @ CL 3265610 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3265627 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3265530 on 2017/01/20 by Robert.Manuszewski Making sure all package dependencies are loaded before post loading its objects #jira OR-34891 #tests Golden path x 12 #rb none Change 3265126 on 2017/01/19 by Frank.Gigliotti Notifies for abilities waiting on input confirmation; * Ability tasks waiting for input confirmation will now notify the ability when it begins and ends waiting. #RB Dave.Ratti #Tests PIE Change 3264489 on 2017/01/19 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant Merged fix from 36.2. #rb #tests na #R0BOMERGE-SOURCE: CL 3264488 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3263948 on 2017/01/19 by Andrew.Grant Non-unity fixes. #tests compiled WIn64 editor #rb na #R0BOMERGE: Main, 37 Change 3263755 on 2017/01/19 by Laurent.Delayen OR-34970 FRootMotionSource_ConstantForce now has DisablePartialEndTick set, so we end up with a consistent velocity when the root motion ends. Added VelocityOnFinishMode to UAbilityTask_ApplyRootMotionConstantForce so we can optionally override or clamp velocity. CVarDebugRootMotionSources now displays Velocity and LastPreAdditiveVelocity on HUD to help debugging RootMotionSources. #rb frank.gigliotti #tests Ice Q Change 3263616 on 2017/01/19 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 37 @ CL 3263608 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3263613 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3262543 on 2017/01/18 by Eric.Newman Added GetAttributeSetValues feature to Ability System. Allows for pulling attribute rows without needing an Actor or AbilitySystemComponent #rb david.ratti #c0der3view david.ratti #tests used to export paragon hero attributes #jira TON-25429 Change 3262414 on 2017/01/18 by Laurent.Delayen Fixed crash opening up Ice's AnimBP. #rb lina.halper #c0der3view thomas.sarkanen #tests opening up AnimBP doesn't crash anymore. Change 3262291 on 2017/01/18 by Ryan.Gerleve Cache the network role of AbilitySystemComponents in PreNetReceive, to make sure the role is correct during serialization if properties are received before BeginPlay. Factor out the caching into its own function to reduce code duplication. #rb david.ratti #tests golden path, bug repro #jira OR-31424 Change 3262062 on 2017/01/18 by Max.Chen Sequencer: Fixed crash caused by lingering persistent evaluation data Copy from Release-4.15 #jira UE-40775 #rb andrew.rodham #tests none Change 3262061 on 2017/01/18 by Max.Chen Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers - This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks. - This commit also ensures we don't fully rebuild templates in the editor when in Sequencer Copy from Release-4.15 #jira UE-40775 #rb andrew.rodham #tests none Change 3261946 on 2017/01/18 by Jason.Bestimt #ORION_DG - Fix for event tracks in sequencer #RB:none #Tests:none #R0BOMERGE: MAIN #c0der3view: Max.Chen, andrew.rodham, scott.james Change 3261812 on 2017/01/18 by Mieszko.Zielinski Made bos' perception component vlog information #Orion #rb Lukasz.Furman #test golden path Change 3261731 on 2017/01/18 by Benn.Gallagher Readded fix to clothing index buffer overflow (lost in merge a while back) #tests Editor, assigned clothing to skel mesh #rb Tom.Sarkanen Change 3261730 on 2017/01/18 by Robert.Manuszewski Build script sdk upgrade #rb none #tests Ran the script that was upgraded Change 3261392 on 2017/01/17 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant non-unity fix #rb none #tests compiled #R0BOMERGE-SOURCE: CL 3261391 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3261096 on 2017/01/17 by Laurent.Delayen OR-33666 Removed 'bImpartsVelocityOnRemoval' for additive root motion sources, as that can create a 'bouncing' effect when Velocity is modified externally. #rb frank.gigliotti #tests Preflight QA test https://jira.it.epicgames.net/browse/PQATC-8713 Change 3261030 on 2017/01/17 by Laurent.Delayen Fix crash in Persona. #rb none #tests doesn't crash Change 3260561 on 2017/01/17 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant Merging Fix from UE 4.15 Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created #rb Ori.Cohen #jira UE-39994 #tests na #R0BOMERGE-SOURCE: CL 3260557 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3260553 on 2017/01/17 by Ryan.Gerleve Change cvar in UDemoNetDriver::ShouldSaveCheckpoint to use GetValueOnAnyThread. Fixes OR-34759. #rb john.pollard #tests bug repro, golden path Change 3260202 on 2017/01/17 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 37/36.2 @ CL 3260077 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3260201 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3259560 on 2017/01/16 by Marcus.Wassmer Fix reflections #rb none #c0der3view Brian.Karis #tests added some reflections Change 3259348 on 2017/01/16 by Daniel.Lamb Moved automation maps from alwayscookmaps to AllAutomationMaps. #rb Andrew.Grant #test Cook Paragon + Fast Cook Paragon + Preflight Cook Paragon Change 3259113 on 2017/01/16 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant #ORION_MAIN - Merge 36.2 @ CL 3258788 #RB:none #Tests:compiled Win64 editor #R0BOMERGE-SOURCE: CL 3258986 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3259090 on 2017/01/16 by Chris.Bunner Duplicating CL 3246830: Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur. #rb None #tests Editor, -game, epic and min settings Change 3258910 on 2017/01/16 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - DAILY DG @ CL 3258854 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3258871 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3258807 on 2017/01/16 by Rolando.Caloca O - Fix for outlines #rb Chris.Bunner #tests Ran sovereign2 game #c0der3view Andrew.Grant Change 3258637 on 2017/01/16 by Charles.Anderson Removing wrongly added files (agrant) Change 3258601 on 2017/01/16 by Andrew.Grant Temp fix for rendering crash by disabling custom depth rendering #rb na #tests PIE'd Change 3258590 on 2017/01/16 by Tom.Wright One of these files are not syncing properly in my UnrealGameSync so I'm adding them manually (the .exe). Change 3258523 on 2017/01/16 by Andrew.Grant Removing intermediate build file that was checked in #rb #tests na Change 3258464 on 2017/01/16 by Andrew.Grant Fixes for non-unity #R0BOMERGE: Main #tests compiled Win64 #rb na Change 3258208 on 2017/01/15 by Mieszko.Zielinski FMetaNavMeshPath's Waypoints have been expanded to store user flags. #UE4 #rb none #test golden path Change 3258042 on 2017/01/14 by andrew.grant Merging test framework changes from //Orion/Release-36.2 to Main (//Orion/Main) #rb #tests preflighted #R0BOMERGE-SOURCE: CL 3258036 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) #R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //R0BOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml #c0der3view: andrew.grant, jason.bestimt Change 3258035 on 2017/01/14 by Andrew.Grant Disable MfMedia plugin by default Change 3257936 on 2017/01/14 by Andrew.Grant Merging from //UE4/Main @ 3253977 through Orion-Staging #rb na #tests QA smoke in staging, built locally, preflighted Change 3257583 on 2017/01/13 by Daniel.Lamb Removed nomcp from the commandline when running on PC #rb Trivial #test Buildcookrun paragon windows Change 3257320 on 2017/01/13 by Cody.Haskell #Orion - Ansel Integration into Replay Mode - Updated Ansel SDK - Bug Fix for Ansel plugin - Made it not look terrible when you pause the game in regular replay mode #rb Andrew #r3view-3256093 @andrew.grant #tests Golden Path, compiles on PS4 #lockdown Andrew.Grant Change 3257239 on 2017/01/13 by Frank.Gigliotti ApplyRootMotionJumpForce end velocity options; * "ApplyRootMotionJumpForce" task now supports setting the end velocity. * Moved root motion end velocity options from the individual tasks into the base class. * Fixed a property on UAbilityTask_ApplyRootMotionConstantForce not replicating properly. #RB None #Tests PIE Change 3256173 on 2017/01/12 by Laurent.Delayen Added additional debug message to ShowResaveMessage. #rb lina.halper #test loaded broken Femme assets. Change 3256082 on 2017/01/12 by Andrew.Grant Temp fix for BuildHealth warning. Following up with BP team #rb none #tests verifierd compile warnings are gone Change 3255991 on 2017/01/12 by Ben.Woodhouse Cherry pick NV gpu hang fix from //ue4/release-4.14 @3238182 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. #jira OR-22580 #rb none (r3viewed for 4.14 by Marcus Wassmer) #tests run locally on PC (change is windows-specific) Change 3255185 on 2017/01/12 by John.Nielson Made it so that PS4 compiles without warning from misordered initialization. #RB: r3view #r3view-3255186: Andrew.Grant #Test: None Change 3254885 on 2017/01/11 by Michael.Trepka CIS fix #rb none #tests none Change 3254568 on 2017/01/11 by Andrew.Grant Merging relay fix from //Orion/Release-36.2 to Dev-General (//Orion/Dev-General) #rb #tests na Change 3254544 on 2017/01/11 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant Robomerging previous fix to Dev-Gen #rb #tests na #R0BOMERGE-SOURCE: CL 3254532 in //Orion/Release-36.1/... via CL 3254537 via CL 3254540 #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3254204 on 2017/01/11 by Michael.Trepka Added title bar area to the game layer manager, so that games can easily setup custom title bar content when using borderless windows. Disabled/hidden by default #rb none #tests Tested in editor build on PC Change 3254074 on 2017/01/11 by Ryan.Gerleve Fix for gameplay tags not being recorded in client replays. #rb david.ratti #tests golden path, replays Change 3254035 on 2017/01/11 by Laurent.Delayen OR-28756 Added WaitForMovementInput Ability Task to use with Emote ability. #rb dave.ratti, frank.gigliotti #tests Kallari's emotes Change 3253736 on 2017/01/11 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36.2 @ CL 3253668 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3253715 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3252981 on 2017/01/10 by Daniel.Lamb Added async load package delegate. #rb Trivial #test BuildCookRun Paragon with local server Change 3252975 on 2017/01/10 by Daniel.Lamb Added EditorPerProjectUserSettings to the ignore config field for iterative cooking #rb None #test cook paragon. Change 3252784 on 2017/01/10 by Daniel.Lamb Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear. #rb Daniel.Lamb #test Rebuild lighting Paragon Change 3252460 on 2017/01/10 by Aaron.Eady #jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now. #rb robert.manuszewski Copied from CL #3252418 Written by Ben.Zeigler #c0der3view Ben.Zeigler, David.Ratti, Andrew.Grant #tests PIE Change 3252222 on 2017/01/10 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36.2 @ CL 3252019 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3252221 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3251379 on 2017/01/09 by Ori.Cohen Fix build #rb none #tests none Change 3251242 on 2017/01/09 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs. #rb none #lockdown Nick.Penwarden #tests none Change 3251240 on 2017/01/09 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX Win32 libs. #rb none #lockdown Nick.Penwarden #tests none Change 3251224 on 2017/01/09 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX Linux_x86_64-unknown-linux-gnu libs. #rb none #lockdown Nick.Penwarden #tests none Change 3251220 on 2017/01/09 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX PS4 libs. #rb none #lockdown Nick.Penwarden #tests none Change 3251206 on 2017/01/09 by Ori.Cohen Add logging to possible physx infinite loop. #JIRA OR-32515 #rb Dave.Ratti #tests none Change 3250847 on 2017/01/09 by Daniel.Lamb Added excution time stat to unrealpak. #rb Trivial #test BuildCookRun Paragon with timing info. Change 3250761 on 2017/01/09 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36.2 @ CL 3250717 #RB: none #Tests:none #R0BOMERGE-SOURCE: CL 3250759 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3249410 on 2017/01/06 by Chris.Bunner Duplicating CL 3249213: Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support. #rb None #tests -game windowed/fullscreen behavior Change 3249285 on 2017/01/06 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36.2 @ CL 3249117 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3249278 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3247989 on 2017/01/05 by Dan.Hertzka Re-adding the null checks from CL 3247771 in Release-36 (the R0BOMERGEd submit didn't include these for some reason) #c0der3view Andrew.Grant #rb none #tests Compiled and didn't crash on editor startup #R0BOMERGE: Main Change 3247790 on 2017/01/05 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant Robomerging! #tests #rb na #R0BOMERGE-SOURCE: CL 3247786 in //Orion/Release-36/... via CL 3247787 via CL 3247788 via CL 3247789 #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3247717 on 2017/01/05 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36.2 @ CL 3247673 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3247716 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3247575 on 2017/01/05 by David.Ratti -Fix crash if GE has a null linked target GE -Change FGameplayEFfectContext::Ability to be AbilityCDO via TWeakObjectPtr rather than a TSubclass. TSubclass is not weak, so if a class was GC'd while still in a GEEC somewhere, it could crash. #rb none #tests pie Change 3247032 on 2017/01/04 by Ori.Cohen Touch engine file to re-link physx libs #JIRA OR-32839 #rb none #tests none Change 3247006 on 2017/01/04 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX PS4 libs. #rb none #lockdown Nick.Penwarden #tests none Change 3246987 on 2017/01/04 by Ori.Cohen Add newline for ps4 #rb none #tests none Change 3246986 on 2017/01/04 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs. #rb none #lockdown Nick.Penwarden #tests none Change 3246981 on 2017/01/04 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX Linux_x86_64-unknown-linux-gnu libs. #rb none #lockdown Nick.Penwarden #tests none Change 3246969 on 2017/01/04 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX Win32 libs. #rb none #lockdown Nick.Penwarden #tests none Change 3246921 on 2017/01/04 by Ori.Cohen Fix automation to include #tests none #rb none #tests none Change 3246900 on 2017/01/04 by Ori.Cohen Fix newline issues for ps4. #rb none #tests none Change 3246666 on 2017/01/04 by Chad.Garyet Updating physx build to include switch and linux-arm64 integrate/resolve from dev-physics-upgrade #c0der3view ori.cohen Change 3246450 on 2017/01/04 by Arciel.Rekman Fix for sweeps taking too long time (OR-32839). - Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math). - Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal. - NVidia is aware and will investigate a better solution. #rb Ori.Cohen #c0der3view Ori.Cohen #tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day. Change 3246229 on 2017/01/04 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36.2 @ CL 3246134 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3246204 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3245068 on 2017/01/03 by Lukasz.Furman improving obstacle grid avoidance: adjusting start location when inside obstacle, fixes for string pulling #jira OR-33318 #rb none #c0der3view Mieszko.Zielinski #tests PIE Change 3244698 on 2017/01/03 by Lukasz.Furman compilation fix: removed optimization pragmas from AISense_Sight.cpp #rb none #tests none Change 3244679 on 2017/01/03 by David.Ratti Unify linked gameplay effect spec creation: -Linked GEs -Conditional Execution GEs -Overflow GEs -Expiration GEs (premature/routine) These now create the dependant GE Spec the same way, by duplicating the original context and copying spec tags, MINUS the original GE's asset tags. Actor tags are still recaptured at the moment the spec is created. #rb Lietz #tests golden path #c0der3view Billy.Bramer, Fred.Kimberley Change 3244499 on 2017/01/02 by Mieszko.Zielinski Major AI tactics upgrade #Orion Introduction of new objective dealing algorithm (CSP inspired) Bots can now place wards Bots can now destroy wards and other appopriately marked up OrionDamagableActors (content change in following CL, allows bots to see these actors) Switched OrionAIBot.CurrentEnemy to AActor type Removed code related to Jungle Rig objectives #rb none #test golden path Change 3242918 on 2016/12/22 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36.2 @ CL 3242890 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3242917 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3241817 on 2016/12/21 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36.2 @ CL 3241745 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3241811 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3240916 on 2016/12/20 by Ben.Marsh Add metadata properties to jobs that create promotable artifacts and execute promotions, for consumption by the pipeline tool. Properties are added to /job[XXX]/Pipeline/Promotable-<Platform>-<Type> or /Promotion-<Platform>-<Type>. #rb none #c0der3view David.Vossel, Trevor.Pounds #tests Ran through preflight Change 3240857 on 2016/12/20 by Lina.Halper Added ensure to track marker sync crash #rb: Laurent.Delayen #code r3view: Martin.Wilson #tests: PIE with mudangs Change 3240856 on 2016/12/20 by Laurent.Delayen Potential fix for sync marker crash. #rb lina.halper #c0der3view martin.wilson, lina.halper #tests Mudang Change 3240813 on 2016/12/20 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36.2 @ CL 3240768 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3240812 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3239624 on 2016/12/19 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36.2 @ CL 3239590 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3239623 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3238573 on 2016/12/16 by Andrew.Grant Moved console vars to source file to avoid multiple definitions (OR-33470) #rb none #tests compiled Change 3238077 on 2016/12/16 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36 @ CL 3238017 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3238059 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3237176 on 2016/12/15 by Laurent.Delayen Moved FloatRK4SpringInterpolator and VectorRK4Interpolator from Orion to Engine. #rb ori.cohen #c0der3view lina.halper, james.golding #tests Twinblast and Ice Change 3236911 on 2016/12/15 by Lukasz.Furman changed navgrid projection to use 2D poly search for more accurate results #orion #rb none #tests PIE Change 3236660 on 2016/12/15 by Jamie.Dale Updating Orion text block to upper-case its text in a localized way This also prevents it clobbering the text property value with the transformed text, resulting in key stability issues. #jira OR-32716 #rb Dan.Hertzka #tests Ran Orion and verified that the "all caps" text was correct, and responded to live-culture changes #R0BOMERGE: Main, Release-36 Change 3236658 on 2016/12/15 by Jamie.Dale Adding FText::ToLower and FText::ToUpper These also track history and rebuild when the text they were generated from is changed. #jira OR-32716 #rb Dan.Hertzka #tests Ran Orion and verified that the "all caps" text was correct, and responded to live-culture changes #R0BOMERGE: Main, Release-36 Change 3236501 on 2016/12/15 by Lukasz.Furman enabled navigation grid avoidance for jungle minions #jira OR-33318 #rb Mieszko.Zielinski #tests PIE Change 3236479 on 2016/12/15 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 36 @ CL 3236423 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3236474 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3236399 on 2016/12/15 by Andrew.Grant Fixed pkg warning "Patch created by newer SDK must contain sce_module files" by not excluding "libSceNpToolkit.prx" #rb none #tests none #R0BOMERGE: Main,36 Change 3236280 on 2016/12/15 by Benn.Gallagher Fixed crash when clothing cooked data is updated on a client that is not powerful enough to run multithreaded physics (2 or fewer cores) #rb Ori.Cohen #jira OR-33248 #tests - Editor + PIE, running through multiple character viewer screens in menu (as per repro), forced single threaded physics and re-ran tests Change 3235666 on 2016/12/14 by Matt.Schembari Merging 3200968 from Dev-Editor for OR-32947. #c0der3view Andrew.Grant,Arthur.Flew #tests compile ------- Fixed localization gather including texts that were instanced or otherwise unchanged - It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default. - UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances. #rb Nick.Darnell --------- Change 3235315 on 2016/12/14 by Adric.Worley Fix FText parse warning spam when dragging in world outliner #jira UE-29099 #tests editor #rb Matt.Kuhlenschmidt Change 3235177 on 2016/12/14 by Sam.Zamani Chat toxicity info added to every out-going party/team chat message Added optional "chat-info" XML element to XMPP chat stanzas being sent to a MUC room The chat info is added to the room's configuration via ChatInterface OSS Currently capturing playlist id, team size, and party size with each chat message OGS-479 Add extra attributes to XMPP chat messages for toxicity processing #rb: josh.markiewicz, rob.cannaday #coderview: ian.fox #tests: none Change 3235093 on 2016/12/14 by Arciel.Rekman Linux: switched PhysX/APEX debug info to DWARF3 and rebuilt the libs - Also fixed an unrelated compile error (by suppressing the warning - do not merge back to main). #rb Ori.Cohen, Andrew.Grant #c0der3view Ori.Cohen, Andrew.Grant #tests Compiled the server Change 3234913 on 2016/12/14 by Andrew.Grant Duplicated 3200382 from Dev-Core as suspected fix for OR-33328 #rb #tests na Change 3234910 on 2016/12/14 by Laurent.Delayen Added AnimNotifyState_DisableRootMotion to turn off root motion during a RootMotion Montage, and give control back to the player. #rb martin.wilson #tests Ice RootMotion Ult networked. Change 3234823 on 2016/12/14 by Lukasz.Furman added capsule support for local navigation grids #orion #rb none #tests PIE Change 3234768 on 2016/12/14 by Lukasz.Furman fixed crash in registering debug scene proxies of gameplay debugger tool #orion #rb none #tests PIE Change 3234682 on 2016/12/14 by Chad.Garyet Adding physx build to dev-general Change 3234643 on 2016/12/14 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 35.2/36 @ CL 3234401 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3234640 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3234597 on 2016/12/14 by Wes.Hunt Merging RealMoneyPurchaseComplete delegate from CatalogHelper into Orion * Hooked it up so CatalogHelper doesn't take a persistent reference to the analytics provider. Extensive refactor of Orion's AnalyticsProvider lifetime and management. * More tightly controlled provider lifetime, eliminated need to recreate the providers unnecessarily. * Made provider access functions simpler and clarified creation vs. access (no more lazy getters). * Improved handling of GameSessionIDs and UserIDs outside of match to improve data clarity for the analytics backend. Details: AnalyticsProviderET * Added Get/SetAppID APIs to allow the AppID to change without recreating the provider (needed for CompQA support, which isn't always known when the provider is created). * SetAppID and SetSessionID now flush their cached events before changing them. * SetUserID still does not Flush because we inadvertently rely on this so the UserID can be set several frames later and all events will be sent with a valid UserID. OrionAnalytics * Simplified contract for correctly creating a new provider: CreateAnalyticsProvider now takes an AccountID and GameSessionID so the provider can be fully initialized with a single call. * Exposed CreateAppID function so the places where the AppID needed to dynamically change (CompQA purposes) could use shared Orion naming conventions. * Exposed SetDefaultAttributes function so game code could share the logic for setting default attributes. * Add assert to CreateAnalyticsProvider because we never expect it to fail, and outside code doesn't have to do it. DemoNetDriver * Exposed UDemoNetDriver::GetDemoSessionID to allow analytics to set a consistent GameSessionID during replay that is NOT the game session ID of the original match, which was throwing heartbeat events for replays into the same session on the backend, if the replay was watched fast enough. OrionGameInstance * Server's analytics provider moved to GameInstance as it's lifetime is more appropriate than the GameMode. * SetUserID now works in PIE, and sets it to PIE_INSTANCE so we don't pollute our account data with random GUIDs GameInstanceCommon * When playing back a replay, use the DemoNetDriver's SessionID instead of the Game Session ID of the game being replayed. OrionGameMode_MOBA * Moved Login functionality to GameMode_Base so it will work properly in all Orion GameModes (ie, DraftLobby). OrionGameMode_Base * Removed SetAnalyticsProvider. This was confusing the interface and making it seem like providers could change dynamically (they couldn't). * GetAnalyticsProvider changed to just get it from the GameInstance where it is really stored now. OrionPlayerController_Base * Removed SetAnalyticsProvider. No external code should be changing the provider. * Exposed an explicit CreateAnalyticsProvider so GetAnalyticsProvider() no longer has to lazily create the provider. * Added some asserts on preconditions to CreateAnalyticsProvider to ensure we are not creating them at the wrong times. OrionGameSession * The Server Analytics provider now sets a UserID that is a combination of the machine name, PID, and a GUID unqiue to that run. This makes server analytics easier to trace back to servers. OrionGameState_Base * CreateGameSessionID renamed to StoreGameSessionID to better reflect that it isn't creating anything. * Remove the code that sets a random GUID for non game modes, which was just confusing the session handling code on the analytics backend. * Ensure that demo playback sets the demo session ID and not the replayed game's session ID. OrionGameStateMain * GameSessionID is always set to the empty string for non game modes. McpContext * InitAnalytics no longer needs to create the analytics provider or restart any session, etc. It just sets the new AppID (if we now know we are CompQA) and the UserID (since we just logged in). #c0der3view:john.pollard,ryan.gerleve,josh.markiewicz #rb josh.markiewicz #tests extensive runs of the game, dedicated server, menu, and match traveral, and replay watching. Also editor, PIE standalone, PIE w/ dedicated server, and nomcp configurations to ensure no crashes and the providers are created as expected, not recreated, and get the proper Session and GameSessionIDs at the expected times. #R0BOMERGE-AUTHOR: david.nikdel #CatalogHelper #Analytics: - Added a RealMoneyPurchaseComplete multicast delegate to CatalogHelper mostly intended for apps to be able to listen for this event (not as a completion delegate) and do their own analytics events. - Rolled up a bunch of the params into a struct for forward compatibility - Moved the ECom.ClientInAppPurchase code into a helper on the struct (would like to get this out of catalog helper now that the delegate is there) [c0der3viewed]: Ian.Fox, Wes.Hunt #R0BOMERGE-SOURCE: CL 3209122 in //WEX/Release-05/... via CL 3209123 #R0BOMERGE-BOT: OGS (BattleBreakers -> Main) #AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209125 by Jason.Bestimt on 2016/11/23 12:33:06. #R0BOMERGE-AUTHOR: david.nikdel Why does the compiler think a parameter can "hide" a non-static member from an outer class. That is most definitely not in scope... #R0BOMERGE-SOURCE: CL 3209212 in //WEX/Release-05/... via CL 3209213 #R0BOMERGE-BOT: OGS (BattleBreakers -> Main) #AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209214 by Jason.Bestimt on 2016/11/23 14:00:12. #R0BOMERGE-AUTHOR: david.nikdel #CatalogHelper: Change to AnalyticsProvider to shared reference [c0der3viewed]: Ian.Fox #R0BOMERGE-SOURCE: CL 3209222 in //WEX/Release-05/... via CL 3209223 #R0BOMERGE-BOT: OGS (BattleBreakers -> Main) #AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209225 by Jason.Bestimt on 2016/11/23 14:07:47. #R0BOMERGE-AUTHOR: wes.hunt Ensure that Heartbeat events will not clog the retry queue if the data router cannot be reached. * Renamed to Usage.Heartbeat and Context to match the more "non-gamey" naming we want to move to (also can't have WorldExplorers prefix). * Removed the Analytics provider from McpCatalogHelper and use the callback delegate instead. This removes analytics assumptions from the McpCatalog code and allows the analytics provider references to not leak outside of WExpAnalytics. This allows us to put ensures in the shutdown code to make sure it doesn't leak and sessions are closed when we expect. Also cleaned up some code that tried to work around the fact that outside code held onto a reference when trying to end the session. [c0der3viewed]:david.nikdel #jira wex-4038 #R0BOMERGE-SOURCE: CL 3209575 in //WEX/Main/WEX/Plugins/... #R0BOMERGE-BOT: OGS (BattleBreakers -> Main) #AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209653 by Jason.Bestimt on 2016/11/24 01:43:48. Change 3233911 on 2016/12/13 by Andrew.Grant Duplicating 3203865 from //UE4/Dev-Sequencer/... #tests #rb na Change 3233789 on 2016/12/13 by Olaf.Piesche Replicating 3233289 from Dev-Rendering - light component distance fade properties not initialized #c0der3view marcus.wassmer #rb marcus.wassmer #tests build Change 3233016 on 2016/12/13 by Ryan.Gerleve Fix for conditional properties being evaluated incorrectly when recording replay checkpoints. Fixes heroes appearing as grey boxes in deathcam and replays. #jira OR-32926 #tests golden path, deathcam, replays #rb john.pollard Change 3232909 on 2016/12/13 by Laurent.Delayen Renamed USkeletalMeshComponent::IsPlayingRootMotion() to ::IsPlayingNetworkedRootMotionMontage() to better match what the function does, and match definitions in ACharacter. (Also checks for RootMotionMode to be FromMontageOnly). Added proper IsPlayingRootMotion() to match ACharacter. Also constified these functions. #rb Martin.Wilson #tests Ice Root Motion ult Change 3232336 on 2016/12/13 by David.Ratti Spot merge async loading fix #rb Gil #tests cooked build front end store Change 3231733 on 2016/12/12 by Andrew.Grant Added code to dump out deferred engine commands when frametime is above desired #rb Michael.Noland #tests compiled, ran server #R0BOMERGE: Main Change 3231406 on 2016/12/12 by Laurent.Delayen CharacterMovementComponent: allow physics rotation to be performed during AnimRootMotion. #rb none #tests Ice Change 3230272 on 2016/12/10 by Andrew.Grant Fix for automation code being dead-stripped #rb none #tests verified automation works Change 3229976 on 2016/12/09 by Ryan.Gerleve Fix multiple UI/HUD issues during deathcam playback: No longer switch the local player's PlayerController during deathcam playback. The game player controller will now set it viewtarget to the hero in the deathcam replay. Add an option for the recording DemoNetDriver to not spawn a spectator controller at all. Clean up some hacks that were needed when the player controller did switch to make the card shop close properly. Remove other code that was related to the player controller switch. Add a deathcam camera component to hero characters and activate it during deathcam playback. Factor out the code common to the spectator chase camera and the deathcam camera into a helper struct that both camera components use. Client notifies the server when it starts and stops deathcam, so the server knows not to update the client's viewtarget for the duration. #jira OR-32433, OR-32568, OR-31299, OR-31197 #rb john.pollard, jon.lietz #tests golden path, deathcam, replays Change 3229790 on 2016/12/09 by Lina.Halper #DUPEFIX of CL 3219688 Merging using //Orion/Dev-General_to_//UE4/Dev-Framework Expected fix for cooking issue of animation #rb: Martin.Wilson #code r3view: Martin.Wilson, Laurent.Delayen #tests: none Change 3228731 on 2016/12/09 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 35.2 @ CL 3228573 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3228715 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3228602 on 2016/12/09 by Benn.Gallagher Added temporary CVar to fix broken clothing imports due to errant transposition of bone bind matrices on apx file import. This should not be integrated to main - hoping on a fix soon from Nvidia for this issue to be fully solved, this just gets our content creators back up and running while Nvidia investigates #tests Win64 Editor, importing clothing files for Twinblast and Fallen Angel #rb Lina.Halper Change 3227456 on 2016/12/08 by Andrew.Grant Stopped _BUiltData from being dirtied by autosave (copied from 3223169 in Dev-Editor) #rb #tests na Change 3227417 on 2016/12/08 by David.Ratti Fix category on gameplay tag settings #rb none #tests none Change 3227401 on 2016/12/08 by David.Ratti GameplayTag category restrictions remapping support. This allows engine properties to specify categories that can be specified/expanded by projects. Added categories for gameplayeffect tags #rb BenZ #tests editor, golden path #c0der3view Billy.Bramer, Fred.Kimberly Change 3227368 on 2016/12/08 by Uriel.Doyon Simple forward shading now disables self shadowed translucency (because it samples an invalid volumetric light buffer). #jira OR-32645 #tests Loaded editor, tested in game at different quality settings #rb daniel.wright Change 3227243 on 2016/12/08 by David.Ratti Spot integrate CL 3225990 to fix tag sorting #rb none #tests compile Change 3227029 on 2016/12/08 by Laurent.Delayen Fixed crash when creating a new Montage from scratch. #rb Lina.Halper #tests no more crashing when creating a montage from scratch Change 3226877 on 2016/12/08 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 35.2 @ CL 3226846 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3226876 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3226157 on 2016/12/07 by Aaron.McLeran Implementing UE-39421 fix into Orion-DevGeneral2 #rb none #tests Be able to view sound class graphs without destroying links. Change 3225422 on 2016/12/07 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - PhysX libs null merge from 35.2 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3225413 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3224772 on 2016/12/07 by David.Ratti Fix for Rentry in gameplaycue GetWorld functions #rb none #tests golden path Change 3224771 on 2016/12/07 by David.Ratti Reset RemoetInstanceHasended in UGameplayAbility::PreActivate #rb none #tests pie Change 3224752 on 2016/12/07 by Ben.Marsh Merge CL 3224750 from //UE4/Main: Removing -forcelogflush parameter from UAT invocations of the editor to improve cook times. #rb none #tests preflight Change 3224691 on 2016/12/07 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 35.2 @ CL 3224223 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3224690 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3224166 on 2016/12/06 by Daniel.Lamb Reenabled iterative cooking inisettings saving. #rb Trivial #test Cook paragon Change 3223965 on 2016/12/06 by Uriel.Doyon 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. #rb daniel.wright #tests modified different shaders in the material editor and also in the material instance editor Change 3223953 on 2016/12/06 by Frank.Gigliotti Root motion time stamp reset; * The character movement time stamp is now decremented by MinTimeBetweenTimeStampResets instead of being reset to 0. * The character movement time stamp reset is now applied to the start times on root motions. This fixes root motions being stuck on since the time stamp could potentially never reach the start time. * Changed how root motion detects invalid start times since a negative start time is now valid. #RB zak.middleton, laurent.delayen #c0der3view zak.middleton, laurent.delayen #Tests PIE Change 3223463 on 2016/12/06 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 35.2 @ CL 3223380 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3223458 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3223219 on 2016/12/06 by Daniel.Lamb Added more stats to saving asset registry code. #rb None #test cook Change 3222459 on 2016/12/05 by Uriel.Doyon "Texture Streaming Build" now updates the map check after execution. Removed texture streaming data for primitives hidden in game. Fixed an issue where build all would not rebuild texture streaming data. #rb none #jira OR-32771 #tests rebuilt texture streaming data in different maps Change 3222246 on 2016/12/05 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant Suppress warning when converting from int when the dest is floating point and the converted values are the same #rb none #tests verified converting -1 to -1.000 no longer results in a warning #R0BOMERGE-SOURCE: CL 3222245 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3221951 on 2016/12/05 by Daniel.Lamb More stats into saving asset registry. #rb None #test cook paragon Change 3221518 on 2016/12/05 by Daniel.Lamb Added some more ini settings parsing stats. Removed SaveCurrentIniSettings when not using iterative builds as it is slow will reenable when it's fast again. #rb None #test Cook paragon Change 3221475 on 2016/12/05 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant Fix for atrac9 logging issue on PS4 #rb none #tests compiled PS4 client in unity #R0BOMERGE-SOURCE: CL 3221474 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3221403 on 2016/12/05 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 35.2 @ CL 3221235 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3221399 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3221247 on 2016/12/05 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant Third-try at fixing non-unity compile issue #rb none #tests compiled PS4 client #R0BOMERGE-SOURCE: CL 3221242 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3219738 on 2016/12/02 by Daniel.Lamb Integrate Dev-Platform -> Dev-General Added support to rebuild lightmaps commandlet for building lightmaps in seperate files. #rb Daniel.Wright #test rebuild lighting Custom QAGame maps. #jira OR-31907 Change 3219133 on 2016/12/02 by Jason.Bestimt #R0BOMERGE-AUTHOR: guillaume.abadie Cherry picks Dev-Rendering's 3209305: Fix contact shadow's assemption on objects thickness #rb None #R0BOMERGE-SOURCE: CL 3219131 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3219081 on 2016/12/02 by Andrew.Grant Merging material fixes in 3208490 from //UE4/Dev-Rendering/... to //Orion/Dev-General/... #rb none #tests compiled WIn64 editor Change 3218980 on 2016/12/02 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 35.2 @ CL 3218942 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3218979 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3218970 on 2016/12/02 by Andrew.Grant Second attempt at unity / non-unity fix #rb none #tests compiled PS4 Client Change 3218807 on 2016/12/02 by Andrew.Grant Fix for non-unity issue #rb none #tests compiled Win64 editor Change 3218472 on 2016/12/01 by Andrew.Grant Temp fix to allow checked-out blueprint to compile #rb none #tests none Change 3218417 on 2016/12/01 by Andrew.Grant Merging //UE4/Main @ 3205566 through //UE4/Orion-Stating #rb #tests na Change 3218140 on 2016/12/01 by Arciel.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). #rb Michael.Trepka #c0der3view Bart.Hawthorne, Andrew.Grant. #tests none in this branch (Merging 3218133 from Dev-Platform to to //Orion/Dev-General) Change 3216959 on 2016/12/01 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 35.2 @ CL 3216930 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3216954 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3216341 on 2016/11/30 by Michael.Noland Engine: Reduced the length of the hitch when turning off ToggleDebugCamera while showdebug was active by removing expired strings from the back of the array instead of the front (the underlying issue of strings accumulating while not being displayed / processed is covered by UE-39226) #rb marc.audy #tests showdebug significancemanager + toggledebugcamera + wait 30 s + toggledebugcamera Change 3216233 on 2016/11/30 by Andrew.Grant Generate symbols for PS4 as a post-build UBT step At runtime do a better job of searching paths for symbols #rb Marcus.Wassmer #tests verified symbols are generated and valid Change 3215522 on 2016/11/30 by David.Ratti Fixes from Simon for particle significance overriding explicit call to SetEmitterEnabled by game code. #rb none #tests pie #c0der3view Simon.Tovey Change 3215444 on 2016/11/30 by Aaron.McLeran OR-19392 (and now) OR-32017 Reintroducing CL 2943174 after it was lost due to integration issues! #rb none #tests none Change 3215110 on 2016/11/30 by jason.bestimt #ORION_MAIN - Merge 35.2 @ CL 3215050 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3215097 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) #R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Rampage/Skins/Rampage_v001_IceBlue/M_RampageV001_MASTER.uasset #c0der3view: jason.bestimt Change 3213268 on 2016/11/29 by jason.bestimt #ORION_MAIN - Merge 35.2 @ CL 3213062 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3213118 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) #R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //R0BOMERGE_ORION_Dev_General/OrionGame/Source/BlueprintContext/Private/BannerContext.cpp #c0der3view: jason.bestimt Change 3212226 on 2016/11/28 by Aaron.McLeran OR-32363 Client ensure with USoundWave::GetResourceSize() v35 DevGen Ensure is not valid since it's possible for the sound wave to have its resource size queried before its finished decoded in the case of precache on load. Rather than report ResourceSize (the compressed asset size), we're going to just report the fully decompressed data size (RawPCMDataSize) since that's what it will be when it finishes decoding. #tests none #rb zak.middleton Change 3208273 on 2016/11/22 by Tim.Elek Fix for Tonemapping sharpen black border for HDR #rb marc.olano #c0der3view marcus.wassmer, jordan.walker, andrew.grant Change 3207881 on 2016/11/22 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant If a requested package can't be found and async loading is not an option, load the object instead of hoping that FlushAsyncLoading() will make things right... This flaw was spotted while investigating OR-31699 which was due to a different issue, but should have been handled by this codepath. #rb none #tests Faked a condition where a package wasn't loaded on the client but became referenced by a object from the server [c0der3viewed] Ben.Ziegler #R0BOMERGE-SOURCE: CL 3207880 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3207807 on 2016/11/22 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant Fix for OR-31699 While preloading packages check that a package has actually been loaded. Previously this could result in a package failing to load because FindObjectFast would return it to itself (!) #rb none [c0der3viewed] Michael.Noland #tests verified can load into Monolith and get the shadow buff #R0BOMERGE-SOURCE: CL 3207806 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3207756 on 2016/11/22 by David.Ratti rollback networking changes since they seem to be causing side effects and v35 isnt the version to take chances on #rb none #tests compile Change 3206348 on 2016/11/21 by Dan.Hertzka Re-added lost type checking changes to the widget BP compiler when evaluating whether to bind a widget Also added the type check when renaming a widget - if the property name is taken by a BindWidget property, but the widget isn't of a valid type, the rename now fails #c0der3view Nick.Darnell #rb Nick.Darnell #tests Widget BP binding Change 3205882 on 2016/11/21 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3205612 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3205880 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3205802 on 2016/11/21 by Daniel.Lamb Fixed commandlet used for diffing cooked packages and generating serialization callstacks. #rb None #test Diff cooked package commandlet Change 3204959 on 2016/11/18 by Ryan.Gerleve World time is no longer adjusted when scrubbing in replays. Fixes several issues related to deathcam. Originally done to to fix ability cooldowns in replays, but shouldn't be necessary. #rb john.pollard #jira OR-30918, OR-31268, OR-31302 #tests golden path, deathcam, replays Change 3204805 on 2016/11/18 by Frank.Gigliotti Don't clamp root motion finish velocity if it doesn't need it. #RB None #Tests PIE Change 3204327 on 2016/11/18 by Mieszko.Zielinski Extended UBTDecorator_IsAtLocation with an option of using regular geometric distances rather than pathfollowing-based test #UE4 #rb Lukasz.Furman #test golden path Change 3204078 on 2016/11/18 by Ryan.Gerleve Flip incorrect sort when there are multiple viewpoints in the significance manager (duplicate of CL 3203997 from Dev-Framework). Fixes objects having incorrect significance in deathcam playback. #rb marc.audy #tests golden path, deathcam Change 3204041 on 2016/11/18 by John.Pollard Fix issue where old player controller from draft lobby was hanging around, causing replication warnings #rb BartH #tests Replays Change 3203971 on 2016/11/18 by John.Pollard Fix assert that can occur in player controller iterator when last element cast's to nullptr #rb BartH #tests Live + replays Change 3203843 on 2016/11/18 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3203682 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3203842 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3202948 on 2016/11/17 by Daniel.Lamb Disabled warning about invalidating cook due to unparsable ini setting. This occurs when you don't have any previously cooked content (like on build machine). #jira OR-31916 #rb trivial #test cook paragon Change 3202798 on 2016/11/17 by David.Ratti Fix logic error around bSuppressGameplayCues #rb none #tests compile Change 3202761 on 2016/11/17 by Jason.Bestimt #R0BOMERGE-AUTHOR: david.ratti Use FObjectKey instead of UClass* for function acceleration map. Speculative fix for rare client crash. #rb none #test pie #R0BOMERGE-SOURCE: CL 3202552 in //Orion/Release-34.3/... via CL 3202760 #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3202688 on 2016/11/17 by Michael.Noland Engine: Adding stats to performance assassians GetAllActorsWithInterface and GetAllActorsWithTag to make them clearer in dumphitches reports (also in GetAllActorsOfClass, which is usually fine unless used with something really broad like AActor or AStaticMeshActor) #rb none #tests Compiled and ran on PS4 Change 3202687 on 2016/11/17 by Michael.Noland Engine: Changed console variables and commands to allow using ? immediately following the command (without a space) to bring up the help text, in addition to the existing behavior of using ? as the first parameter #tests Tested with/without spaces on both a console variable and a console command #rb nick.darnell Change 3202686 on 2016/11/17 by Michael.Noland Engine: Made help console command open the generated HTML file via LaunchURL on windows #tests Tested help command on Windows (LaunchURL with file:// use is only enabled for Windows now, but will be tested on Mac and possibly enabled later) #rb nick.darnell Change 3202622 on 2016/11/17 by Ryan.Gerleve Support duplication of UReflectionCaptureComponents that were loaded from cooked data. Needed to support deathcam in Monolith. #rb daniel.wright #tests golden path on monolith with deathcam enabled on PS4 Change 3202575 on 2016/11/17 by Dan.Hertzka Blur widget updates - Renamed to SBackgroundBlur/UBackgroundBlur - Split SBackgroundBlur out into its own file - Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha - Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set - Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version) - Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image #c0der3view Matt.Kuhlenschmidt #rb none #tests PIE & widget designer Change 3202533 on 2016/11/17 by Mieszko.Zielinski Fixed new toggleable nav links not working in client-server environment #Orion #rb none #test golden path Change 3202456 on 2016/11/17 by Mieszko.Zielinski Introduced a new constant to Recast soruces to be used as initial value of tile salt variables #UE4 #rb none #test golden path Change 3202414 on 2016/11/17 by Chris.Bunner Clamp eye adapation working area to match scene viewrect. #rb Marcus.Wassmer #tests Editor #jira OR-31821 Change 3202205 on 2016/11/17 by David.Ratti Networking fix: -Fix ensure about Delayed Prediction Key being flushed while invalid -Fix issue where predicted GE would be removed due to prediction key catch up, but would be added to the removed predicted GE list, causing the later replicated GE to be ignored incorrrectly. This can cause cooldowns to not appear on client, making abilities appear to not function. #rb none #tests golden path, latency #c0der3view Frank.Gigliotti Change 3202063 on 2016/11/17 by Jason.Bestimt #R0BOMERGE-AUTHOR: nicholas.davies #jira OR-31641 Chat logs overlap text box when pressing enter Jamie Dale fix for adjusting text spacing when lines are removed from TextLayouts [c0der3viewed] Jamie.Dale #RB Jamie.Dale #TESTS Chat should no longer overlap when more than 40 messages have been added #R0BOMERGE-SOURCE: CL 3202062 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3201964 on 2016/11/17 by Jason.Bestimt #R0BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3201880 #RB:none #Tests:none #R0BOMERGE-SOURCE: CL 3201956 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3201426 on 2016/11/16 by Mieszko.Zielinski Implemented a generic way to set up simple point navigation links that could be disabled at runtime on static navmesh #Orion #rb none #test golden path Change 3201174 on 2016/11/16 by John.Pollard Increase number of retries when refreshing viewer fails + refactor so that a refresh doesn't starve other REST calls #rb BartH #tests Replays Change 3200669 on 2016/11/16 by Jason.Bestimt #R0BOMERGE-AUTHOR: andrew.grant Merging test framework changes from Release-34 to resolve some known conflicts #rb #tests na #R0BOMERGE-SOURCE: CL 3200668 in //Orion/Main/... #R0BOMERGE-BOT: ORION (Main -> Dev-General) Change 3199192 on 2016/11/15 by Lina.Halper Extra ensure for the crash with OR-31795 #jira: OR-31795 #rb: Laurent.Delayen #tests: cooked, and test AI_Test with 9 bots Change 3199187 on 2016/11/15 by Aaron.McLeran UE-35533 Implementing from CL 3112097 Dev-Framework for joey #tests Perform tests described in JIRA #rb Jeff.Campeau Change 3199094 on 2016/11/15 by Eric.Newman Only ping Slate last interaction time for analog input outside the deadzone Orion now only reports handled for analog movements outside the deadzone #c0der3view matt.kulhenschmidt,chris.gagnon #rb cody.haskell #tests golden path w/ ps4 controller on PC Change 3199085 on 2016/11/15 by Laurent.Delayen Potential fix for https://jira.it.epicgames.net/browse/OR-31795 #rb lina.halper #tests twinblast ult multiPIE Change 3198934 on 2016/11/15 by Frank.Gigliotti Fixed out of sync root motion ability tasks; * Root motion ability tasks were out of sync and ending before the root motion was finished. The tasks now wait for the root motion to say it is done. #RB Laurent.Delayen #Tests PIE Change 3198486 on 2016/11/15 by David.Ratti Iniitalize EffectContext to default ASC EffectContext when no context is specified in AddGameplayCue_Internal. Fixes some GC translation issues. #rb none #tests pie Change 3198424 on 2016/11/15 by Rob.Cannaday Fix JSON_SERIALIZE_OBJECT_SERIALIZABLE macro in write mode not beginning a JSON object #rb ian.fox #tests class using JSON macros that writes a named subobject (BEGIN_JSON_SERIALIZER/JSON_SERIALIZE_OBJECT_SERIALIZABLE("name", obj)/END_JSON_SERIALIZER) Change 3198418 on 2016/11/15 by Rob.Cannaday More profiling for hitch when receiving friend request #jira OR-30503 #rb ian.fox #tests front end add/remove friend #lockdown nicholas.davies Change 3198214 on 2016/11/15 by David.Ratti Ability System: Added support for some advanced client prediction with the intention of removing latency from the effective duration of predictive gameplay effects. 1. Predicted GameplayEffect reconciliation. Predicted GEs are now reconciled with their replicated counter parts. Previously the predicted GE would be removed when the replicated one came in. Now we reconcile the predicted GE with the replicated GE, and throw out the replicated GE as if it was never added. To the outside, the predicted GE becomes the replicated GE seamlessly. 2. Server retry client activation fails. When a client ability activation fails on the server, the server can retry the activation for a few frames before officially failing it. This is to combat minor discrepencies caused by different server frame rate or jitter in networking conditions. The common example is that we handle RPCs at the top of the frame, before we update timer manager and removed expired GEs or end animations. Both features can be disabled with -DisableAdvancedClientPrediction. They can be toggled individually via config file. #QAr3view: 1. Verify ping time no longer affects attack speed OR-30123. We still expect packet loss to have some effect on rate of fire. 2. Be on the look out for "ability stuck" type of issues 3. If there are resources, I would like to get 2 people to give qualitative feedback on this. Have them lane 1v1 for ~7 minutes with 200 ms of ping (no packet loss). Do this twice, once normally and again with -DisableAdvancedClientPrediction on both client AND server. Do it blind: don't tell them which run has which setting, just see if they notice differences. The hope is that your LMB attacks feel consistent with respect to timing and match what the UI shows in terms of cooldown. I would recommend testing with Murdock and maybe a melee like Crunch #rb frank #c0der3view Frank.Gigliotti, Billy.Bramer, Fred.Kimberley #tests pie, golden path Change 3197309 on 2016/11/14 by Laurent.Delayen Additional debugging info for https://jira.it.epicgames.net/browse/OR-31266 #rb none #tests riftmage + venus VS riftmage multiPIE Change 3196654 on 2016/11/14 by Laurent.Delayen Additional debug info to track down https://jira.it.epicgames.net/browse/OR-31677 #rb none #tests compiles [CL 3276432 by Andrew Grant in Main branch]
2017-01-27 23:32:44 -05:00
}
if (Feature == ETargetPlatformFeatures::MobileRendering)
{
static bool bCachedSupportsMobileRendering = false;
#if WITH_ENGINE
static bool bHasCachedValue = false;
if (!bHasCachedValue)
{
TArray<FName> TargetedShaderFormats;
GetAllTargetedShaderFormats(TargetedShaderFormats);
for (const FName& Format : TargetedShaderFormats)
{
if (IsMobilePlatform(ShaderFormatToLegacyShaderPlatform(Format)))
{
bCachedSupportsMobileRendering = true;
break;
}
}
bHasCachedValue = true;
}
#endif
return bCachedSupportsMobileRendering;
}
if (Feature == ETargetPlatformFeatures::MobileLandscapeMesh)
{
// By default mobile uses landscape mesh
static bool bUseMobileLandscapeMesh = true;
static bool bInitialized = false;
if (!bInitialized)
{
this->GetConfigSystem()->GetBool(TEXT("/Script/Engine.RendererSettings"), TEXT("r.Mobile.LandscapeMesh"), bUseMobileLandscapeMesh, GEngineIni);
bInitialized = true;
}
return bUseMobileLandscapeMesh && SupportsFeature(ETargetPlatformFeatures::MobileRendering);
}
return TSuper::SupportsFeature(Feature);
}
virtual void GetBuildProjectSettingKeys(FString& OutSection, TArray<FString>& InBoolKeys, TArray<FString>& InIntKeys, TArray<FString>& InStringKeys) const override
{
OutSection = TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings");
InStringKeys.Add(TEXT("MinimumOSVersion"));
}
virtual void GetAllPossibleShaderFormats( TArray<FName>& OutFormats ) const override
{
// no shaders needed for dedicated server target
if (!TProperties::IsServerOnly())
{
static FName NAME_PCD3D_SM6(TEXT("PCD3D_SM6"));
static FName NAME_PCD3D_SM5(TEXT("PCD3D_SM5"));
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2943963 on 2016/04/14 by Daniel.Wright Shader compile errors are unsuppressed Change 2943978 on 2016/04/14 by Gil.Gribb UE4 - First pass at async loading improvements....mostly disabled. Change 2944021 on 2016/04/14 by Martin.Mittring fixed HLSL compiler warning Change 2944031 on 2016/04/14 by Martin.Mittring fixed ensures, wrapped some members behind get accessor functions Change 2944086 on 2016/04/14 by Martin.Mittring cleanup: removed not needed code Change 2944177 on 2016/04/14 by Daniel.Wright Clamp on FarShadowCascadeCount, prevents crashing from huge values Change 2944182 on 2016/04/14 by Martin.Mittring removed not needed code Change 2944250 on 2016/04/14 by Rolando.Caloca DR - vk - Minor fixes Change 2944286 on 2016/04/14 by Daniel.Wright Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions Added bShowPreviewPlane to planar reflection actors The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes Change 2944288 on 2016/04/14 by Daniel.Wright Fixed refraction with a world space normal Change 2944291 on 2016/04/14 by Daniel.Wright Panner nodes have an optional speed input Change 2944346 on 2016/04/14 by Rolando.Caloca DR - Fix Vulkan shader platform on Android - Added more info on checks() Change 2945007 on 2016/04/15 by Gil.Gribb Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering) Change 2945348 on 2016/04/15 by Daniel.Wright Fixed compile error Change 2945358 on 2016/04/15 by Olaf.Piesche #jira UE-29241 Sequential particle selection code was all sorts of weird. Rewrote and simplified. Change 2945941 on 2016/04/15 by Martin.Mittring added r.DisplayInternals to debug determinism for screen shot comparison Change 2945999 on 2016/04/15 by Martin.Mittring improved r.DisplayInternal output Change 2946023 on 2016/04/15 by Olaf.Piesche Adding missing call to Super::PostEditChangeProperty; UDN 286717 Change 2947155 on 2016/04/18 by Martin.Mittring started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up #test:PC Change 2947207 on 2016/04/18 by Martin.Mittring fixed engine compiling in shipping/test #code_review:Uriel.Doyan Change 2947212 on 2016/04/18 by Uriel.Doyon Lightmap density viewmode now shows the wanted resolution when the lighting isn't build. #jira UE-29317 Change 2947374 on 2016/04/18 by Uriel.Doyon Fixed support for resolution scale for the PostProcessVisualizeComplexity #jira UE-29473 Change 2947903 on 2016/04/19 by Gil.Gribb Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering) Change 2948019 on 2016/04/19 by Rolando.Caloca DR - Allow vk format as a target format for win Change 2948162 on 2016/04/19 by Simon.Tovey Fix for crash with Collision visualization. Change 2948419 on 2016/04/19 by Martin.Mittring fixed sort priority of translucent rendering (caused by recent checkin) Change 2948433 on 2016/04/19 by Martin.Mittring fixed memory handling of FRendererViewExtension Change 2948631 on 2016/04/19 by Martin.Mittring fixed compile error on Mac Change 2948832 on 2016/04/19 by Martin.Mittring fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues) Change 2949013 on 2016/04/19 by Martin.Mittring refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping this is useful for MeshDecals #test:PC, parallel on and off Change 2949620 on 2016/04/20 by Martin.Mittring fixed compiler warning Change 2949639 on 2016/04/20 by Uriel.Doyon Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader Change 2949721 on 2016/04/20 by Chris.Bunner Avoid creating additional inline code fragment casting matching uniform types. #jira UE-29089 Change 2949722 on 2016/04/20 by Chris.Bunner Prevent nullptr crash and added additional logging. #jira UE-28387 Change 2949913 on 2016/04/20 by Martin.Mittring marked ccommand as cheat Change 2950064 on 2016/04/20 by Martin.Mittring added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background Change 2950065 on 2016/04/20 by Martin.Mittring nicer debug printout Change 2950201 on 2016/04/20 by Martin.Mittring fixed UE-29752 Console commands input with " = " should display an error message Change 2950531 on 2016/04/20 by Martin.Mittring fixed comment Change 2951737 on 2016/04/21 by HaarmPieter.Duiker Adds support forHDR displays using Dolby PQ output Change 2951869 on 2016/04/21 by Martin.Mittring polish r.DisplayInternal Change 2951950 on 2016/04/21 by HaarmPieter.Duiker Reordered variable definition to address build warning Change 2951996 on 2016/04/21 by Martin.Mittring fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation", changed directory order to run locally it currently requires "r.ScreenshotDelegate=0" #code_review:Ben.Salem, Michael.Noland Change 2952146 on 2016/04/21 by Olaf.Piesche make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures Change 2952230 on 2016/04/21 by Martin.Mittring * Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec . * changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber #code_review:Daniel.Wright Change 2953173 on 2016/04/22 by Olaf.Piesche Adding UI for easilly browsing and switching in a folder full of stats dumps Change 2953213 on 2016/04/22 by Olaf.Piesche Renaming a stat to be more descriptive Change 2953393 on 2016/04/22 by Zabir.Hoque Get DX12 running again: - Port Shader Resource Table change - Line up VS outputs and ps inputs - Fix incorrectly defining a static global in a .h Change 2953453 on 2016/04/22 by Martin.Mittring polished r.DisplayInternal Change 2954618 on 2016/04/25 by Zabir.Hoque 2 Fixes: - GLSL does not understand "unsigned int", converted to "uint" - Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction. Change 2955369 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Fix some memory leaks in the frontend Change 2955403 on 2016/04/25 by Uriel.Doyon Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux. Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4 #jira UE-28840 Change 2955419 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Reenabled support for static global variables being not const Change 2955432 on 2016/04/25 by Zabir.Hoque Fix build break from not undef'ing LOCTEXT_NAMESPACE Change 2955459 on 2016/04/25 by Zabir.Hoque TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque. Change 2956292 on 2016/04/26 by Zabir.Hoque Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output). #CodeReview: Jack.Porter, Allan.Bentham Change 2956662 on 2016/04/26 by Chris.Bunner Temporary fix for new Tonemapper issues. #jira UE-29935 Change 2957614 on 2016/04/27 by Marcus.Wassmer Fix PS4 shader compiler errors. Change 2958468 on 2016/04/27 by Rolando.Caloca DR - Fix hlslcc validation issue - Show error on SCW if shader format not found when running with -directcompile #jira UE-29982 Change 2959105 on 2016/04/28 by Rolando.Caloca DR - Rebuilt hlslcc for Mac Change 2959891 on 2016/04/28 by Daniel.Wright Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields Change 2959895 on 2016/04/28 by Daniel.Wright Work around build machine string matching heuristics that will cause a cook to fail Change 2959902 on 2016/04/28 by Daniel.Wright Added LowerHemisphereSolidColor to sky lights Change 2959930 on 2016/04/28 by Daniel.Wright Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles Change 2959933 on 2016/04/28 by Daniel.Wright Substring matching for console command suggestions * Only implemented in the editor, game uses UConsole which needs an entirely different implementation * Not sorting starting matches first, although that is desired Change 2959942 on 2016/04/28 by Daniel.Wright Gracefully handle when input string doesn't match search results Change 2960743 on 2016/04/29 by Gil.Gribb UE4 - UAT - Add map name to editortest command line. Change 2960940 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960955 on 2016/04/29 by Gil.Gribb UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled). Change 2960961 on 2016/04/29 by Chris.Bunner Potential material translator Lerp node pre-computations/optimizations. #jira OR-20138 Change 2961087 on 2016/04/29 by Gil.Gribb Fixed compile error in preflight relating to load time test rig Change 2962565 on 2016/05/02 by Gil.Gribb Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering) Change 2965058 on 2016/05/03 by Chris.Bunner Shader version bump. #lockdown Gil.Gribb #jira UE-30206 Change 2966554 on 2016/05/04 by Chris.Bunner Bumping shader version again, unintentionally polluted DDC previously. #lockdown Gil.Gribb #jira UE-30329 Change 2967183 on 2016/05/05 by Gil.Gribb UE4 - Fixed a bad hash on landscape grass components. Simple, safe. #lockdown nick.penwarden [CL 2967480 by Gil Gribb in Main branch]
2016-05-05 12:13:26 -04:00
static FName NAME_VULKAN_ES31(TEXT("SF_VULKAN_ES31"));
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2948319 on 2016/04/19 by Nick.Shin update zlib to v1.2.8 part 1 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix Change 2949334 on 2016/04/20 by Nick.Shin fix library path for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set... Change 2951556 on 2016/04/21 by Nick.Shin static libs double checked #jira UE-29674 - Editor fails to open in Dev-Platform Change 2951559 on 2016/04/21 by Nick.Shin static libs double checked forgot these files - they were in another changelist #jira UE-29674 - Editor fails to open in Dev-Platform Change 2952411 on 2016/04/22 by Nick.Shin add win32 build targets for zlib openssl libcurl libwebsockets part 1 of 2: these are the C# build scripts Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
static FName NAME_OPENGL_150_ES3_1(TEXT("GLSL_150_ES31"));
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3511476) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3372740 by Chris.Bunner [Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute). StencilSceneTexture added to deferred list. A few known issues to be fixed in a follow-up CL. Change 3374187 by Chris.Bunner Volume texture support for CombineLUTs/Tonemap compute pass. Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS. Skip compute post process out-of-bounds writes. Unsigned type conversion fixes. Trimmed compute post process shader inputs. Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454636 by Uriel.Doyon Fixed point light having an extra scale of 16 in mobile #jira UE-45272 Change 3454844 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3461206 by Guillaume.Abadie Adds possibility to scene captures and player controller to render no primitives at all. Change 3461207 by Guillaume.Abadie Exposes showflag details to USceneCaptureComponent. This gives the possibility to configure scene capture's showflags in blueprint encapsulated compositing pipeline. #jira UE-6810 Change 3461233 by Chris.Bunner Added Log10 material expression. Added tooltip for Log2 and Log10. Change 3461434 by Michael.Trepka Copy of CL 3456118 In Metal RHI report texture streaming as immediately successful as on D3D to avoid a race-condition leading to deadlock between the Main, Game, Render & RHI threads. #jira UE-44961 Change 3461770 by Benjamin.Hyder Submitting TM-RayTracedDistanceField map Change 3461929 by Marc.Olano Add Sobol blueprint and material node test maps to RenderTest project Change 3462249 by Uriel.Doyon Translucency after DoF is now disabled when showflag postprocess is disabled. Change 3462371 by Brian.Karis VT addressing is now 64bit to support huge sparse virtualized volumes 16bit page tables working. Change 3462936 by Marc.Olano Extend Sobol testing map with comparision between Random Sobol and Next Sobol functions Change 3464394 by Uriel.Doyon Improved synchronization for texture streaming commands. This fixes an issue when accessing FStreamingTexture for pending textures. Change 3464743 by Guillaume.Abadie Adds .usf file extension on all shader's source file names and adds checks to verify them at engine load time. Change 3464818 by Guillaume.Abadie Fixes compilation error in FindShaderRelativePath Change 3465184 by Daniel.Wright r.Shadow.PreShadowResolutionFactor 1.0 on Epic shadow settings Change 3465283 by Marc.Olano Update Sobol Gray code tables to match random order tables Change 3465976 by Arne.Schober DR - [UE-44393] - The Canvas is using the Globalshaders for clearing but compilation is done asynconously at load time. Unfortunately there could be Code that uses a canvas to draw and cause this issue in between. There might be some plugins that do this. For now we need to wait and block for the shaqders to be compiled until we can allo the use of the canvas. #RB none Change 3467513 by Guillaume.Abadie Fixes an issue where primitives would no longer draw in gameplay. #jira UE-45550 Change 3471116 by Richard.Wallis Mac OpenGL Is No Longer Supported - Remove All Code & Shader Platforms. Merge of CL 3327784 dev-editor stream from Michael Trepka with some extra changes. - Also removed Metal shader platforms from PlatformSupportsDebugViewShaders() otherwise we get a compiler error. HLSL register binds not implemented in metal backend. #jira UE-39108 Change 3471117 by Richard.Wallis Drop down menus clip on 27" Screen iMacs. Disable viewport HDR rendering on macOS 10.12.x when in editor. #jira UE-43026 Change 3471130 by Richard.Wallis Mac GPU hang causes editor output log to be written to the wrong file. Try to emulate windows behaviour when opening a file for reading or writing. Tested against behaviour of windows log file with multiple instances running. - Only defined in for Mac and non shipping. #jira UE-44934 Change 3471224 by Guillaume.Abadie Lets the ProjectFileGenerator to look at Shaders/ directories in plugin and game projects. Change 3471646 by Daniel.Wright Fixed ensure opening UT system settings Change 3471862 by Arne.Schober DR - revert accidently checked in changes. #RB Chris.Bunner Change 3472249 by Guillaume.Abadie Implements virtual shader source directory mapping. - /Engine/... maps to Engine/Shaders/... - /Plugin/FooBar/... maps to FooBar plugin's Shaders/ directory - /Project/... maps to project's Shaders/ directory Change 3472443 by Daniel.Wright Moved the Rendering category for lights to be just below the Light category, so the bVisible property is easily accessible Change 3474537 by Uriel.Doyon Fixed lighting needs rebuild happening after blueprint rescript and a non symetrical Quaterion != ToQuaternion(ToRotator(Quaternion) Change 3475192 by Guillaume.Abadie Implements LensDistortion engine plugin. This CL import a polished version of Raven's lens distortion and undistortion from OpenCV parameters: - It is implemented as the first engine plugin with its own shaders and render thread commands; - Has feature tests in EngineTest with gold images directly extracted from OpenCV itself (GenerateLensDistortionUndistortReferences.py) Change 3475209 by Guillaume.Abadie Back out changelist 3475192 Change 3475252 by Guillaume.Abadie Reland: Implements LensDistortion engine plugin. This CL import a polished version of Raven's lens distortion and undistortion from OpenCV parameters: - It is implemented as the first engine plugin with its own shaders and render thread commands; - Has feature tests in EngineTest with gold images directly extracted from OpenCV itself (GenerateLensDistortionUndistortReferences.py) Change 3475389 by Guillaume.Abadie Adds LensDistortion plugin's feature tests. Change 3475538 by Guillaume.Abadie Adds the /Engine/* prefix on all of the renderer's USF file references. Change 3475568 by Guillaume.Abadie Adds a check for virtual shader source file path format in FShaderType::FShaderType() Change 3475871 by Guillaume.Abadie Fixes a bug in shader compile worker, were an error in a relative #include USF file would trigger an check failure in CheckVirtualShaderFilePath Change 3475997 by Yujiang.Wang Workaround for a compiler optimization bug introduced in VS2015 Update 3. * The bug causes TSHVector<2>::CalcDiffuseTransfer to go to infinity at certain spot, making movable objects with ILCQ_Volume indirect lighting cache interpolation get very dark. * Debug builds don't exhibit this bug. * Semantics are exactly the same as the original code. Change 3476203 by David.Hill Compute SSAO: problem wiht AmbientOcclusionLevels and with various viewporttest sizes. Only seen when Levels >=2 #jira UE-45741 Change 3476536 by Benjamin.Hyder adding player start to Ray Traced Distance Field Shadows Map Change 3478298 by Benjamin.Hyder disabling mesh distance fields in Tm-Raytraced_DistanceField_Shadows map Change 3478948 by Rolando.Caloca DR - Nicer check Change 3478949 by Rolando.Caloca DR - Default GPU morphs to enabled Change 3478950 by Rolando.Caloca DR - By default -vulkan will launch SM5 Change 3478984 by Rolando.Caloca DR - Pass down -vulkan Change 3479655 by Richard.Wallis Video track does not switch in AVF Media Player. Need to disable unused video tracks to allow AVPlayerItemVideoOutput to decode the required track. - Minimal change to allow video track changes/selection. - Audio samples are extracted using AVAssetReaderTrackOutput but video uses AVPlayerItemVideoOutput. Video could also use AVAssetReaderTrackOutput to access the video data unless there is an iOS reason not to... - Flush the audio sink sample buffers so we get instant audio track changes #jira UE-39750, UE-39749 Change 3479834 by Rolando.Caloca DR - Fix issue with bad vertex colors (per licensee) Change 3480376 by Guillaume.Abadie Disables ComputeLightGrid() if no volumetric fog and no lighting. #jira UE-45377 Change 3480596 by Yujiang.Wang Fix for dynamic shadows and raytraced distance field shadows of directional lights not appearing in planar reflection * Bug caused by incorrect shadow culling volumes for cascaded shadow map and backface culling mode for WholeSceneShadowProjection * Fixed by taking View.bReverseCulling into account #jira UE-34452 Change 3480600 by Yujiang.Wang Fix for UE-42376 * The bug is caused by post-processing ambient cubemaps not being supported in forward shading currently. * This fix replaces all the occurences of them in CalcSceneView with a skylight using the cubemap * If a CalcSceneView is used solely for setting the PP ambient cubemap, it is removed. #jira UE-42376 Change 3480784 by Rolando.Caloca DR - hlslcc - Initial support for [RW]StructuredBuffer Change 3481690 by Uriel.Doyon Attempt to fix static analysis warning Change 3482012 by Simon.Tovey Fixed issue when building distribution lookup tables where the final sample fell short of the max input time. As sampling is done only over this range, under constant interpolation the final value was never actually sampled and so cut from the final optimized LUT. #tests constant interpolation now works. #jira UE-45614 Change 3482965 by Yujiang.Wang Some quality of life changes for UE-42757 * The UV overlay in static mesh editor now has a darker background * Selected edges are getting highlighted and bolder * When some edges are selected others turn grey #jira UE-42757 Change 3483014 by David.Hill Change labels on bloom boost from x,y,z to min, max, mult. #jira UE-43904 a PropertyRedirect in BaseEngine.ini allows this to work with older version. Change 3484573 by Yujiang.Wang Fix for shadow color not updated after light build when a texture is changed and reimported * Bug caused by counter-intuitive design of UMaterial::GetReferencedFunctionIds and UMaterial::GetReferencedParameterCollectionIds, both of which will reset the OutIds parameter * Renamed to AppendReferencedFunctionIdsTo and AppendReferencedParameterCollectionIdsTo, the resets are removed #jira UE-45647 Change 3484969 by Yujiang.Wang Fix for UE-39929 inconsistent type between C++ and shader code * MeshDistanceFieldCasterIndices is declared as Buffer<uint> in CapsuleShadowShaders.usf, while created as PF_R32_SINT in CapsuleShadowRendering.cpp * Changed PF_R32_SINT to PF_R32_UINT in CapsuleShadowRendering.cpp #jira UE-39929 Change 3485012 by Yujiang.Wang Fix for UE-39929 #2: Changed int32 to uint32 to match PF_R32_UINT #jira UE-39929 Change 3485146 by Guillaume.Abadie Destroyes scene capture's view states on the UnRegister, to avoid large memory usage cause by the ViewState's render targets when moving blueprints arround. #jira UE-43455 Change 3486602 by Joe.Conley Adding "texcoord" keyword to UMaterialExpressionTextureCoordinate so you can search for the name that is displayed on the node in the graph. Change 3487471 by Yujiang.Wang Github #3659: Improved performance of DumpUnbuiltLightInteractions * Replaced TArrays with TSets #jira UE-45783 Change 3487641 by Guillaume.Abadie Fixes some shader file name casing issues in LPV. Change 3488014 by Uriel.Doyon New AllowAsyncLoading flag for UTexture::CachePlatformData(). It allows to load the source texture data in the async task if the source bulk data was not yet loaded. Data loaded that way is not sharable between tasks and will be discarded. This is required because updating the source data is not thread safe. #jira UERNDR-190 #jira UE-33401 Change 3488249 by Uriel.Doyon Fixed long stall in UpdateResourceStreaming() caused by Actor.GetComponents() not resetting the number of actors anymore. Fixed inconsistent results in ALODActor::HasValidSubActors() caused by the same change. #jira UE-46004 Change 3490228 by Mark.Satterthwaite Fix the Nvidia driver bug with the old reversebits fallback function - you need to use the native reverse_bits intrinsic or use some uint(ushort()) casts to get the compiler to do the right thing, which means injecting the reverse_bits function in MetalBackend not the HLSL (as it has no such type). #jira UE-46067 Change 3490538 by Arne.Schober Back out changelist 3488249 #RB none Change 3490551 by Arne.Schober Back out changelist 3488249 #RB none Change 3491828 by Guillaume.Abadie Fixes another USf file reference casing issue in C++. Change 3491924 by Yujiang.Wang Fix for UE-43302 Crash when entering the DebugCreatePlayer console command with planar reflections in the level * Crash caused by check(Views.Num() <= 2); in SceneCaptureRendering.cpp * We still want to support at most 2 views for performance, but now instead of crash the planar reflections in additional views will simply turn black #jira UE-43302 Change 3492359 by Guillaume.Abadie Fixes non editor launches, failing in FGenericPlatformProcess::AddShaderSourceDirectoryMapping(). Change 3492367 by Marc.Olano Change Sobol texture size to 32x16, tweak distribution Change 3492599 by Marcus.Wassmer PR #3669: -Fix logmessages ParticleModules_Location.cpp (Contributed by UpwindSpring01) Change 3493473 by Uriel.Doyon Back out changelist 3490538 Change 3493590 by Uriel.Doyon Back out changelist 3490551 Fixed missing #pragma once Change 3493911 by Marcus.Wassmer Fix potential GPU crash/hang caused by out of bound subresource updates. Added checks at cross-platform level to catch any instance earlier. Change 3494139 by Uriel.Doyon Fixed shadow variable issue on UE4Editor Linux. Change 3494364 by Richard.Wallis Mac OpenGL Is No Longer Supported - Remove All Code & Shader Platforms - Part 2: Remove some more areas and fixes for previous attempt. Also removed OpenGL based GPU performance checks in EditorEngine.cpp - assuming that any GPU that can run Metal is currently OK for UE4. OpenGL left in the following areas: - OpenGLShaderCompiler - StandaloneRenderer The following files need to be reviewed in conjunction with CL 3471116 as there were some logic errors made: - OpenGLTexture.cpp #jira UE-39108 Change 3494413 by Guillaume.Abadie Updates r.InvalidateCachedShader and bump ShaderVersion.ush. Change 3494422 by Guillaume.Abadie Adds LensDistortion plugin's Private shader directory. Change 3494717 by Guillaume.Abadie Strengthens shader compiler with checks on generated file names and shader type file names. Change 3494763 by Guillaume.Abadie Removes a nolonger standing TODO in GlobalBeginCompileShader() that was automatically adding /Engine/ prefix to all relative virtual shader source file path. Change 3494985 by Rolando.Caloca DR - Integrate Vulkan Rewrite Change 3495031 by Rolando.Caloca DR - Delete file as it moved Change 3495032 by Rolando.Caloca DR - Show Vulkan SM5 instead of SM4 on windows packaging - Also added support for Vulkan SM5_UB Change 3495202 by Uriel.Doyon Fixed static analysis warning with pointer dereferencing. Change 3495342 by Rolando.Caloca DR - clang compile fix Change 3495354 by Rolando.Caloca DR - clang compile fixes Change 3495420 by Marc.Olano Use Sobol sampling for PCSS Change 3495799 by Rolando.Caloca DR - Delete old dev assets Change 3496202 by Mark.Satterthwaite Switch to using actual Vector*Matrix intrinsic for Metal to avoid a problem whereby the Metal compiler reorders operations in such a way that it loses precision and ends up being different between pre-pass and base-pass. #jira UE-46070 Change 3496253 by Uriel.Doyon Fixed static analysis warning for IncludeTool Change 3496631 by Guillaume.Abadie Makes AScreenshotFunctionalTest::ScreenshotOptions blueprint readable. Change 3496851 by Guillaume.Abadie Fixes back slash issues in Platform.usf. Change 3496852 by Guillaume.Abadie Fixes other back slashes includes in PS4 specific usf files. Change 3496941 by Guillaume.Abadie Adds a check() for no backslash in virtual shader file paths. Change 3497661 by Guillaume.Abadie Lets FLensDistortionCameraModel::GetUndistortOverscanFactor() early return 1.0 if the camera model is does an identity transform. Change 3497969 by Richard.Wallis Fix for start Up Movies Are not Playing for iOS Devices. Handle case when movie is loading aysnc in background - need to wait for state changes otherwise it skips intermediate movies. - Tested on iOS and Mac. #jira UE-39585 Change 3498035 by Guillaume.Abadie Polishes //Engine/Plugins/Compositing/LensDistortion/Shaders/Private/UVGeneration.usf from debuging artifacts. Change 3498101 by Rolando.Caloca DR - Compile fix Change 3498254 by Guillaume.Abadie Exposes comparing FLensDistortionCameraModel to blueprint with == and != operator nodes for cross frame uv displacement map caching. Change 3498264 by Guillaume.Abadie Integrate 3267269: Implements SceneCaptureComponent2D::bCameraCutThisFrame Change 3498371 by Yujiang.Wang Fix for UE-46149 Planar Reflections display screenspace info when viewports are >2 * Prevent planar reflections being rendered when ViewIndex >= GMaxPlanarReflectionViews * Now planar reflections in >2 viewports will fallback to other reflection methods (SSR, reflection captures) #jira UE-46149 Change 3498409 by Rolando.Caloca DR - Swap resolves Change 3498410 by Guillaume.Abadie Adds support for opacity output alpha for post process material when doing a draw material to render target. Change 3498705 by Rolando.Caloca DR - Add UID for debugging mem allocations Change 3498759 by Marcus.Wassmer No post processing in vertexcolor view mode #jira UE-44704 Change 3498891 by Rolando.Caloca DR - Minor Vulkan per frame allocator refactor in prep for changes Change 3499206 by Rolando.Caloca DR - Fix temp frame allocator OOM on Vulkan #jira UE-45913 Change 3499319 by Rolando.Caloca DR - Vulkan support for StorageBuffer Change 3499339 by Rolando.Caloca DR - Remove deprecated typedef Change 3499400 by Rolando.Caloca DR - Remove some RHICmdList deprecated functions Change 3499422 by Rolando.Caloca DR - Allow buffer transitions inside render passes Change 3500370 by Rolando.Caloca DR - Compile fix Change 3500474 by Rolando.Caloca DR - Fix static analysis Change 3500517 by Guillaume.Abadie Exposes r.PostProcessing.PropagateAlpha to the renderer settings. Change 3500537 by Guillaume.Abadie Fixes a bug where scene capture WorldToView matrix would get scale != 1 when scaling the scene capture actor in the world. #jira UE-39389 Change 3501069 by Mark.Satterthwaite Bring back temporary 4.16 fix for iOS 9 (CL #3425995) into Dev-Rendering for 4.17 as a real fix will need to wait for 4.18. temporary fix for skewed textures on IOS 9 #jira UE-44468 Change 3501164 by Michael.Lentine PR #3402: UE-43131: Format argument count not equal to actual arguments (Contributed by projectgheist) Change 3501222 by Benjamin.Hyder Checking in Tm_SobolNoise map Change 3501612 by zachary.wilson Adding testing content for RTDF shadows on planar reflections Change 3501708 by Guillaume.Abadie Break FPostProcessSettings into smallers structs. Change 3501830 by Olaf.Piesche #jira UE-39628; using fix proposed in UDN, will investigate further Change 3501954 by Marcus.Wassmer Duplicate 3480903 Light culling safety measures. Change 3502032 by Mark.Satterthwaite Fix generation of Metal precompiled headers for the bytecode compiler when using Xcode 9. Change 3502118 by Uriel.Doyon Fixed shader compilation issues. Change 3502191 by Guillaume.Abadie Implements Composure plugin to make compositing in UE4 easier. Change 3502192 by Guillaume.Abadie Implements Composure feature testing in EngineTests Change 3502196 by Guillaume.Abadie Creates a dependency of Composure plugin over LensDistortion plugin. Change 3502213 by Arciel.Rekman Fix for loading shaders on Linux (UE-46276). Change 3502243 by Brian.Karis Bent normal map support. Multibounce AO. Spherical Gaussian based specular occlusion. Change 3502506 by Guillaume.Abadie Fixes compilation failure in Composure with unity build. Change 3502507 by Guillaume.Abadie Fixes composure Set Pass with Render Target blueprint helper. Change 3502510 by Guillaume.Abadie Attempts to fix ComposureUtils.cpp compile errors. Change 3502515 by Guillaume.Abadie Some other composure failure fixes. Change 3502545 by Guillaume.Abadie Fixes some unity build related error in Composure. Change 3502548 by Guillaume.Abadie Fixes last missing includes in ComposurePostProcessPass.cpp Change 3502672 by Guillaume.Abadie Fixes linux warning in Composure. Change 3502790 by Ryan.Brucks float4 PseudoVolumeTexture: Fixed frame layout being a float instead of float2. Now works correctly with non-square frame layouts. Only called in custom nodes and calling with a float still functions properly so no old content will break. Change 3502836 by Guillaume.Abadie Propagates scene capture engine showflag changes from blueprint editor to the blueprint instances. #jira UE-6810 Change 3503096 by Guillaume.Abadie Resave a unversioned asset. Change 3503228 by Yujiang.Wang Fix for UE-45646 Dynamic Light placed inside of a Dynamic Static Mesh doesn't pass through the geometry * Bug caused by bReflectiveShadowmap not being passed into SetViewFlagsForShadowPass * Replaced the true with bReflectiveShadowmap #jira UE-45646 Change 3503284 by Rolando.Caloca DR - Fixed initial clear on rendertargets - Added support for r.Vulkan.EnableValidation 1, 2, 3 & 4 - Dump the vulkan log into VS output log - Added validation for layouts when using dump log Change 3503545 by Arciel.Rekman Fix black UI on Linux (UE-46333) - Rebuilt hlslcc with clang 3.7.0. Whatever issues we're running in with newer clangs still seem to persist. #jira UE-46333 Change 3503638 by Daniel.Wright [Copy] Changed DynamicBentNormalAO back to fp16, as PF_FloatR11G11B10 was not enough precision and introduced banding Change 3503787 by Marcus.Wassmer Fix difference between gpu/cpu morph target application Change 3503902 by Marcus.Wassmer Roll back TAA refactor until we have time to look into the bad interaction with DOF. Change 3503953 by Arne.Schober DR - UE-46319 - borked Reflections: The resource transition needs to be in this weired place for PS4 and switch until we teach the interface to know about subresources. #RB Marcus.Wassmer Change 3504131 by Rolando.Caloca DR - Maintain a cache of pipeline and descriptor set layouts - Fix marker dump Change 3504462 by Guillaume.Abadie Fixes an assertion failure that was failing because compute light grid was not done, but the shader used where not necessarily using compute light grid results. #jira UE-46277 Change 3504779 by Chris.Bunner Potential static analysis fix. #jira UE-46360 Change 3504950 by Marc.Olano Allow Sobol material nodes & textures only if feature level is at least ES3.1 #jira UE-46334 #jira UE-46317 Change 3505035 by Daniel.Wright Increased MaxSearchCount in GetShaderIncludes. The previous limit of 20 is now getting hit in BasePassPixelShader.usf, causing compiles to fail erroneously. Change 3505386 by Daniel.Wright GetShaderIncludes handles infinite recursion gracefully, needed by Metal causing BasePassTessellation.usf to include BasePassVertexShader.usf Change 3505491 by Rolando.Caloca DR - Fix crash on first frame of particles on modern APIs Change 3505557 by Chris.Bunner [Duplicate] Workaround for outdated shader map crash. #jira UE-46061 Change 3506071 by Rolando.Caloca DR - Vulkan fixes - Fix copy out of bounds reading textures to CPU - Defer event deletion - Split validation for errors and warnings - Skip validation error about attachment not used Change 3506698 by Guillaume.Abadie Fixes Composure alpha channel clobering and performance regression in bloom and tonemapper passes caused by scene capture API compatibility breakage brought by Fortnite merge. Change 3506797 by Rolando.Caloca DR - Fix static analysis #jira UE-46428 Change 3506861 by Rolando.Caloca DR - Fix crash due to layering violation #jira UE-46424 #jira UE-46431 Change 3508098 by Rolando.Caloca DR - Fix for Vulkan ES31 crash - Fix for AMD ensure Change 3508123 by Rolando.Caloca DR - Disable occlusion queries on Vulkan to avoid flickering - Fix for bad HZB & cube mips on Vulkan (now using RHIGenerateMips) - Fix for decal blending #jira UE-46376 Change 3509064 by Uriel.Doyon Changing the logic arround generating an error when HasHadBulkDataCleared() so that it only triggers if the DDC are not found. #jira UE-46427 Change 3509854 by Marc.Olano Fix 2D Sobol gray code numbers. Just changes some numbers in initialization tables, so no effect on existing tests or content. Change 3509920 by Marcus.Wassmer Fix LPV fastvram ensure Change 3509937 by Rolando.Caloca DR - Fix crash due to deleted viewport #jira UE-46281 Change 3509988 by Marcus.Wassmer Roll back part of Sobol fix to avoid full shader recompile for integration. Change 3510255 by Rolando.Caloca DR - Fix popup window ensure #jira UE-46511 Change 3510646 by Marcus.Wassmer fix ios compiles Change 3511442 by Rolando.Caloca DR - Change mesh simplification check to ensure/checkslow to unblock #jira UE-46538 DONE! XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX CHANGES WITH MULTIPLE PLATFORMS!!! YOU MUST COPY THESE INTO THE OTHER ONES AS MAKES SENSE!! XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Change 3467095 by Guillaume.Abadie Nukes all += TEXT(".usf") #jira UE-45530 Change 3475084 by Guillaume.Abadie Fixes compilation failure of the shader compiler on PS4 and XboxOne Change 3477464 by Guillaume.Abadie Fixes dumpshaderinfo that generate unecessary sub directory, breaking shell scripts. Change 3494395 by Guillaume.Abadie Moves all engine shader files into Public and Private directory, and introduce the .ush extensions for header file that do not contains entry points. DONE! [CL 3511602 by Marcus Wassmer in Main branch]
2017-06-27 11:38:28 -04:00
static FName NAME_VULKAN_SM5(TEXT("SF_VULKAN_SM5"));
static FName NAME_PCD3D_ES3_1(TEXT("PCD3D_ES31"));
OutFormats.AddUnique(NAME_PCD3D_SM5);
OutFormats.AddUnique(NAME_PCD3D_SM6);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2943963 on 2016/04/14 by Daniel.Wright Shader compile errors are unsuppressed Change 2943978 on 2016/04/14 by Gil.Gribb UE4 - First pass at async loading improvements....mostly disabled. Change 2944021 on 2016/04/14 by Martin.Mittring fixed HLSL compiler warning Change 2944031 on 2016/04/14 by Martin.Mittring fixed ensures, wrapped some members behind get accessor functions Change 2944086 on 2016/04/14 by Martin.Mittring cleanup: removed not needed code Change 2944177 on 2016/04/14 by Daniel.Wright Clamp on FarShadowCascadeCount, prevents crashing from huge values Change 2944182 on 2016/04/14 by Martin.Mittring removed not needed code Change 2944250 on 2016/04/14 by Rolando.Caloca DR - vk - Minor fixes Change 2944286 on 2016/04/14 by Daniel.Wright Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions Added bShowPreviewPlane to planar reflection actors The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes Change 2944288 on 2016/04/14 by Daniel.Wright Fixed refraction with a world space normal Change 2944291 on 2016/04/14 by Daniel.Wright Panner nodes have an optional speed input Change 2944346 on 2016/04/14 by Rolando.Caloca DR - Fix Vulkan shader platform on Android - Added more info on checks() Change 2945007 on 2016/04/15 by Gil.Gribb Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering) Change 2945348 on 2016/04/15 by Daniel.Wright Fixed compile error Change 2945358 on 2016/04/15 by Olaf.Piesche #jira UE-29241 Sequential particle selection code was all sorts of weird. Rewrote and simplified. Change 2945941 on 2016/04/15 by Martin.Mittring added r.DisplayInternals to debug determinism for screen shot comparison Change 2945999 on 2016/04/15 by Martin.Mittring improved r.DisplayInternal output Change 2946023 on 2016/04/15 by Olaf.Piesche Adding missing call to Super::PostEditChangeProperty; UDN 286717 Change 2947155 on 2016/04/18 by Martin.Mittring started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up #test:PC Change 2947207 on 2016/04/18 by Martin.Mittring fixed engine compiling in shipping/test #code_review:Uriel.Doyan Change 2947212 on 2016/04/18 by Uriel.Doyon Lightmap density viewmode now shows the wanted resolution when the lighting isn't build. #jira UE-29317 Change 2947374 on 2016/04/18 by Uriel.Doyon Fixed support for resolution scale for the PostProcessVisualizeComplexity #jira UE-29473 Change 2947903 on 2016/04/19 by Gil.Gribb Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering) Change 2948019 on 2016/04/19 by Rolando.Caloca DR - Allow vk format as a target format for win Change 2948162 on 2016/04/19 by Simon.Tovey Fix for crash with Collision visualization. Change 2948419 on 2016/04/19 by Martin.Mittring fixed sort priority of translucent rendering (caused by recent checkin) Change 2948433 on 2016/04/19 by Martin.Mittring fixed memory handling of FRendererViewExtension Change 2948631 on 2016/04/19 by Martin.Mittring fixed compile error on Mac Change 2948832 on 2016/04/19 by Martin.Mittring fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues) Change 2949013 on 2016/04/19 by Martin.Mittring refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping this is useful for MeshDecals #test:PC, parallel on and off Change 2949620 on 2016/04/20 by Martin.Mittring fixed compiler warning Change 2949639 on 2016/04/20 by Uriel.Doyon Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader Change 2949721 on 2016/04/20 by Chris.Bunner Avoid creating additional inline code fragment casting matching uniform types. #jira UE-29089 Change 2949722 on 2016/04/20 by Chris.Bunner Prevent nullptr crash and added additional logging. #jira UE-28387 Change 2949913 on 2016/04/20 by Martin.Mittring marked ccommand as cheat Change 2950064 on 2016/04/20 by Martin.Mittring added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background Change 2950065 on 2016/04/20 by Martin.Mittring nicer debug printout Change 2950201 on 2016/04/20 by Martin.Mittring fixed UE-29752 Console commands input with " = " should display an error message Change 2950531 on 2016/04/20 by Martin.Mittring fixed comment Change 2951737 on 2016/04/21 by HaarmPieter.Duiker Adds support forHDR displays using Dolby PQ output Change 2951869 on 2016/04/21 by Martin.Mittring polish r.DisplayInternal Change 2951950 on 2016/04/21 by HaarmPieter.Duiker Reordered variable definition to address build warning Change 2951996 on 2016/04/21 by Martin.Mittring fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation", changed directory order to run locally it currently requires "r.ScreenshotDelegate=0" #code_review:Ben.Salem, Michael.Noland Change 2952146 on 2016/04/21 by Olaf.Piesche make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures Change 2952230 on 2016/04/21 by Martin.Mittring * Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec . * changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber #code_review:Daniel.Wright Change 2953173 on 2016/04/22 by Olaf.Piesche Adding UI for easilly browsing and switching in a folder full of stats dumps Change 2953213 on 2016/04/22 by Olaf.Piesche Renaming a stat to be more descriptive Change 2953393 on 2016/04/22 by Zabir.Hoque Get DX12 running again: - Port Shader Resource Table change - Line up VS outputs and ps inputs - Fix incorrectly defining a static global in a .h Change 2953453 on 2016/04/22 by Martin.Mittring polished r.DisplayInternal Change 2954618 on 2016/04/25 by Zabir.Hoque 2 Fixes: - GLSL does not understand "unsigned int", converted to "uint" - Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction. Change 2955369 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Fix some memory leaks in the frontend Change 2955403 on 2016/04/25 by Uriel.Doyon Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux. Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4 #jira UE-28840 Change 2955419 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Reenabled support for static global variables being not const Change 2955432 on 2016/04/25 by Zabir.Hoque Fix build break from not undef'ing LOCTEXT_NAMESPACE Change 2955459 on 2016/04/25 by Zabir.Hoque TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque. Change 2956292 on 2016/04/26 by Zabir.Hoque Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output). #CodeReview: Jack.Porter, Allan.Bentham Change 2956662 on 2016/04/26 by Chris.Bunner Temporary fix for new Tonemapper issues. #jira UE-29935 Change 2957614 on 2016/04/27 by Marcus.Wassmer Fix PS4 shader compiler errors. Change 2958468 on 2016/04/27 by Rolando.Caloca DR - Fix hlslcc validation issue - Show error on SCW if shader format not found when running with -directcompile #jira UE-29982 Change 2959105 on 2016/04/28 by Rolando.Caloca DR - Rebuilt hlslcc for Mac Change 2959891 on 2016/04/28 by Daniel.Wright Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields Change 2959895 on 2016/04/28 by Daniel.Wright Work around build machine string matching heuristics that will cause a cook to fail Change 2959902 on 2016/04/28 by Daniel.Wright Added LowerHemisphereSolidColor to sky lights Change 2959930 on 2016/04/28 by Daniel.Wright Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles Change 2959933 on 2016/04/28 by Daniel.Wright Substring matching for console command suggestions * Only implemented in the editor, game uses UConsole which needs an entirely different implementation * Not sorting starting matches first, although that is desired Change 2959942 on 2016/04/28 by Daniel.Wright Gracefully handle when input string doesn't match search results Change 2960743 on 2016/04/29 by Gil.Gribb UE4 - UAT - Add map name to editortest command line. Change 2960940 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960955 on 2016/04/29 by Gil.Gribb UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled). Change 2960961 on 2016/04/29 by Chris.Bunner Potential material translator Lerp node pre-computations/optimizations. #jira OR-20138 Change 2961087 on 2016/04/29 by Gil.Gribb Fixed compile error in preflight relating to load time test rig Change 2962565 on 2016/05/02 by Gil.Gribb Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering) Change 2965058 on 2016/05/03 by Chris.Bunner Shader version bump. #lockdown Gil.Gribb #jira UE-30206 Change 2966554 on 2016/05/04 by Chris.Bunner Bumping shader version again, unintentionally polluted DDC previously. #lockdown Gil.Gribb #jira UE-30329 Change 2967183 on 2016/05/05 by Gil.Gribb UE4 - Fixed a bad hash on landscape grass components. Simple, safe. #lockdown nick.penwarden [CL 2967480 by Gil Gribb in Main branch]
2016-05-05 12:13:26 -04:00
OutFormats.AddUnique(NAME_VULKAN_ES31);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2948319 on 2016/04/19 by Nick.Shin update zlib to v1.2.8 part 1 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix Change 2949334 on 2016/04/20 by Nick.Shin fix library path for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set... Change 2951556 on 2016/04/21 by Nick.Shin static libs double checked #jira UE-29674 - Editor fails to open in Dev-Platform Change 2951559 on 2016/04/21 by Nick.Shin static libs double checked forgot these files - they were in another changelist #jira UE-29674 - Editor fails to open in Dev-Platform Change 2952411 on 2016/04/22 by Nick.Shin add win32 build targets for zlib openssl libcurl libwebsockets part 1 of 2: these are the C# build scripts Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
OutFormats.AddUnique(NAME_OPENGL_150_ES3_1);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3511476) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3372740 by Chris.Bunner [Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute). StencilSceneTexture added to deferred list. A few known issues to be fixed in a follow-up CL. Change 3374187 by Chris.Bunner Volume texture support for CombineLUTs/Tonemap compute pass. Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS. Skip compute post process out-of-bounds writes. Unsigned type conversion fixes. Trimmed compute post process shader inputs. Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454636 by Uriel.Doyon Fixed point light having an extra scale of 16 in mobile #jira UE-45272 Change 3454844 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3461206 by Guillaume.Abadie Adds possibility to scene captures and player controller to render no primitives at all. Change 3461207 by Guillaume.Abadie Exposes showflag details to USceneCaptureComponent. This gives the possibility to configure scene capture's showflags in blueprint encapsulated compositing pipeline. #jira UE-6810 Change 3461233 by Chris.Bunner Added Log10 material expression. Added tooltip for Log2 and Log10. Change 3461434 by Michael.Trepka Copy of CL 3456118 In Metal RHI report texture streaming as immediately successful as on D3D to avoid a race-condition leading to deadlock between the Main, Game, Render & RHI threads. #jira UE-44961 Change 3461770 by Benjamin.Hyder Submitting TM-RayTracedDistanceField map Change 3461929 by Marc.Olano Add Sobol blueprint and material node test maps to RenderTest project Change 3462249 by Uriel.Doyon Translucency after DoF is now disabled when showflag postprocess is disabled. Change 3462371 by Brian.Karis VT addressing is now 64bit to support huge sparse virtualized volumes 16bit page tables working. Change 3462936 by Marc.Olano Extend Sobol testing map with comparision between Random Sobol and Next Sobol functions Change 3464394 by Uriel.Doyon Improved synchronization for texture streaming commands. This fixes an issue when accessing FStreamingTexture for pending textures. Change 3464743 by Guillaume.Abadie Adds .usf file extension on all shader's source file names and adds checks to verify them at engine load time. Change 3464818 by Guillaume.Abadie Fixes compilation error in FindShaderRelativePath Change 3465184 by Daniel.Wright r.Shadow.PreShadowResolutionFactor 1.0 on Epic shadow settings Change 3465283 by Marc.Olano Update Sobol Gray code tables to match random order tables Change 3465976 by Arne.Schober DR - [UE-44393] - The Canvas is using the Globalshaders for clearing but compilation is done asynconously at load time. Unfortunately there could be Code that uses a canvas to draw and cause this issue in between. There might be some plugins that do this. For now we need to wait and block for the shaqders to be compiled until we can allo the use of the canvas. #RB none Change 3467513 by Guillaume.Abadie Fixes an issue where primitives would no longer draw in gameplay. #jira UE-45550 Change 3471116 by Richard.Wallis Mac OpenGL Is No Longer Supported - Remove All Code & Shader Platforms. Merge of CL 3327784 dev-editor stream from Michael Trepka with some extra changes. - Also removed Metal shader platforms from PlatformSupportsDebugViewShaders() otherwise we get a compiler error. HLSL register binds not implemented in metal backend. #jira UE-39108 Change 3471117 by Richard.Wallis Drop down menus clip on 27" Screen iMacs. Disable viewport HDR rendering on macOS 10.12.x when in editor. #jira UE-43026 Change 3471130 by Richard.Wallis Mac GPU hang causes editor output log to be written to the wrong file. Try to emulate windows behaviour when opening a file for reading or writing. Tested against behaviour of windows log file with multiple instances running. - Only defined in for Mac and non shipping. #jira UE-44934 Change 3471224 by Guillaume.Abadie Lets the ProjectFileGenerator to look at Shaders/ directories in plugin and game projects. Change 3471646 by Daniel.Wright Fixed ensure opening UT system settings Change 3471862 by Arne.Schober DR - revert accidently checked in changes. #RB Chris.Bunner Change 3472249 by Guillaume.Abadie Implements virtual shader source directory mapping. - /Engine/... maps to Engine/Shaders/... - /Plugin/FooBar/... maps to FooBar plugin's Shaders/ directory - /Project/... maps to project's Shaders/ directory Change 3472443 by Daniel.Wright Moved the Rendering category for lights to be just below the Light category, so the bVisible property is easily accessible Change 3474537 by Uriel.Doyon Fixed lighting needs rebuild happening after blueprint rescript and a non symetrical Quaterion != ToQuaternion(ToRotator(Quaternion) Change 3475192 by Guillaume.Abadie Implements LensDistortion engine plugin. This CL import a polished version of Raven's lens distortion and undistortion from OpenCV parameters: - It is implemented as the first engine plugin with its own shaders and render thread commands; - Has feature tests in EngineTest with gold images directly extracted from OpenCV itself (GenerateLensDistortionUndistortReferences.py) Change 3475209 by Guillaume.Abadie Back out changelist 3475192 Change 3475252 by Guillaume.Abadie Reland: Implements LensDistortion engine plugin. This CL import a polished version of Raven's lens distortion and undistortion from OpenCV parameters: - It is implemented as the first engine plugin with its own shaders and render thread commands; - Has feature tests in EngineTest with gold images directly extracted from OpenCV itself (GenerateLensDistortionUndistortReferences.py) Change 3475389 by Guillaume.Abadie Adds LensDistortion plugin's feature tests. Change 3475538 by Guillaume.Abadie Adds the /Engine/* prefix on all of the renderer's USF file references. Change 3475568 by Guillaume.Abadie Adds a check for virtual shader source file path format in FShaderType::FShaderType() Change 3475871 by Guillaume.Abadie Fixes a bug in shader compile worker, were an error in a relative #include USF file would trigger an check failure in CheckVirtualShaderFilePath Change 3475997 by Yujiang.Wang Workaround for a compiler optimization bug introduced in VS2015 Update 3. * The bug causes TSHVector<2>::CalcDiffuseTransfer to go to infinity at certain spot, making movable objects with ILCQ_Volume indirect lighting cache interpolation get very dark. * Debug builds don't exhibit this bug. * Semantics are exactly the same as the original code. Change 3476203 by David.Hill Compute SSAO: problem wiht AmbientOcclusionLevels and with various viewporttest sizes. Only seen when Levels >=2 #jira UE-45741 Change 3476536 by Benjamin.Hyder adding player start to Ray Traced Distance Field Shadows Map Change 3478298 by Benjamin.Hyder disabling mesh distance fields in Tm-Raytraced_DistanceField_Shadows map Change 3478948 by Rolando.Caloca DR - Nicer check Change 3478949 by Rolando.Caloca DR - Default GPU morphs to enabled Change 3478950 by Rolando.Caloca DR - By default -vulkan will launch SM5 Change 3478984 by Rolando.Caloca DR - Pass down -vulkan Change 3479655 by Richard.Wallis Video track does not switch in AVF Media Player. Need to disable unused video tracks to allow AVPlayerItemVideoOutput to decode the required track. - Minimal change to allow video track changes/selection. - Audio samples are extracted using AVAssetReaderTrackOutput but video uses AVPlayerItemVideoOutput. Video could also use AVAssetReaderTrackOutput to access the video data unless there is an iOS reason not to... - Flush the audio sink sample buffers so we get instant audio track changes #jira UE-39750, UE-39749 Change 3479834 by Rolando.Caloca DR - Fix issue with bad vertex colors (per licensee) Change 3480376 by Guillaume.Abadie Disables ComputeLightGrid() if no volumetric fog and no lighting. #jira UE-45377 Change 3480596 by Yujiang.Wang Fix for dynamic shadows and raytraced distance field shadows of directional lights not appearing in planar reflection * Bug caused by incorrect shadow culling volumes for cascaded shadow map and backface culling mode for WholeSceneShadowProjection * Fixed by taking View.bReverseCulling into account #jira UE-34452 Change 3480600 by Yujiang.Wang Fix for UE-42376 * The bug is caused by post-processing ambient cubemaps not being supported in forward shading currently. * This fix replaces all the occurences of them in CalcSceneView with a skylight using the cubemap * If a CalcSceneView is used solely for setting the PP ambient cubemap, it is removed. #jira UE-42376 Change 3480784 by Rolando.Caloca DR - hlslcc - Initial support for [RW]StructuredBuffer Change 3481690 by Uriel.Doyon Attempt to fix static analysis warning Change 3482012 by Simon.Tovey Fixed issue when building distribution lookup tables where the final sample fell short of the max input time. As sampling is done only over this range, under constant interpolation the final value was never actually sampled and so cut from the final optimized LUT. #tests constant interpolation now works. #jira UE-45614 Change 3482965 by Yujiang.Wang Some quality of life changes for UE-42757 * The UV overlay in static mesh editor now has a darker background * Selected edges are getting highlighted and bolder * When some edges are selected others turn grey #jira UE-42757 Change 3483014 by David.Hill Change labels on bloom boost from x,y,z to min, max, mult. #jira UE-43904 a PropertyRedirect in BaseEngine.ini allows this to work with older version. Change 3484573 by Yujiang.Wang Fix for shadow color not updated after light build when a texture is changed and reimported * Bug caused by counter-intuitive design of UMaterial::GetReferencedFunctionIds and UMaterial::GetReferencedParameterCollectionIds, both of which will reset the OutIds parameter * Renamed to AppendReferencedFunctionIdsTo and AppendReferencedParameterCollectionIdsTo, the resets are removed #jira UE-45647 Change 3484969 by Yujiang.Wang Fix for UE-39929 inconsistent type between C++ and shader code * MeshDistanceFieldCasterIndices is declared as Buffer<uint> in CapsuleShadowShaders.usf, while created as PF_R32_SINT in CapsuleShadowRendering.cpp * Changed PF_R32_SINT to PF_R32_UINT in CapsuleShadowRendering.cpp #jira UE-39929 Change 3485012 by Yujiang.Wang Fix for UE-39929 #2: Changed int32 to uint32 to match PF_R32_UINT #jira UE-39929 Change 3485146 by Guillaume.Abadie Destroyes scene capture's view states on the UnRegister, to avoid large memory usage cause by the ViewState's render targets when moving blueprints arround. #jira UE-43455 Change 3486602 by Joe.Conley Adding "texcoord" keyword to UMaterialExpressionTextureCoordinate so you can search for the name that is displayed on the node in the graph. Change 3487471 by Yujiang.Wang Github #3659: Improved performance of DumpUnbuiltLightInteractions * Replaced TArrays with TSets #jira UE-45783 Change 3487641 by Guillaume.Abadie Fixes some shader file name casing issues in LPV. Change 3488014 by Uriel.Doyon New AllowAsyncLoading flag for UTexture::CachePlatformData(). It allows to load the source texture data in the async task if the source bulk data was not yet loaded. Data loaded that way is not sharable between tasks and will be discarded. This is required because updating the source data is not thread safe. #jira UERNDR-190 #jira UE-33401 Change 3488249 by Uriel.Doyon Fixed long stall in UpdateResourceStreaming() caused by Actor.GetComponents() not resetting the number of actors anymore. Fixed inconsistent results in ALODActor::HasValidSubActors() caused by the same change. #jira UE-46004 Change 3490228 by Mark.Satterthwaite Fix the Nvidia driver bug with the old reversebits fallback function - you need to use the native reverse_bits intrinsic or use some uint(ushort()) casts to get the compiler to do the right thing, which means injecting the reverse_bits function in MetalBackend not the HLSL (as it has no such type). #jira UE-46067 Change 3490538 by Arne.Schober Back out changelist 3488249 #RB none Change 3490551 by Arne.Schober Back out changelist 3488249 #RB none Change 3491828 by Guillaume.Abadie Fixes another USf file reference casing issue in C++. Change 3491924 by Yujiang.Wang Fix for UE-43302 Crash when entering the DebugCreatePlayer console command with planar reflections in the level * Crash caused by check(Views.Num() <= 2); in SceneCaptureRendering.cpp * We still want to support at most 2 views for performance, but now instead of crash the planar reflections in additional views will simply turn black #jira UE-43302 Change 3492359 by Guillaume.Abadie Fixes non editor launches, failing in FGenericPlatformProcess::AddShaderSourceDirectoryMapping(). Change 3492367 by Marc.Olano Change Sobol texture size to 32x16, tweak distribution Change 3492599 by Marcus.Wassmer PR #3669: -Fix logmessages ParticleModules_Location.cpp (Contributed by UpwindSpring01) Change 3493473 by Uriel.Doyon Back out changelist 3490538 Change 3493590 by Uriel.Doyon Back out changelist 3490551 Fixed missing #pragma once Change 3493911 by Marcus.Wassmer Fix potential GPU crash/hang caused by out of bound subresource updates. Added checks at cross-platform level to catch any instance earlier. Change 3494139 by Uriel.Doyon Fixed shadow variable issue on UE4Editor Linux. Change 3494364 by Richard.Wallis Mac OpenGL Is No Longer Supported - Remove All Code & Shader Platforms - Part 2: Remove some more areas and fixes for previous attempt. Also removed OpenGL based GPU performance checks in EditorEngine.cpp - assuming that any GPU that can run Metal is currently OK for UE4. OpenGL left in the following areas: - OpenGLShaderCompiler - StandaloneRenderer The following files need to be reviewed in conjunction with CL 3471116 as there were some logic errors made: - OpenGLTexture.cpp #jira UE-39108 Change 3494413 by Guillaume.Abadie Updates r.InvalidateCachedShader and bump ShaderVersion.ush. Change 3494422 by Guillaume.Abadie Adds LensDistortion plugin's Private shader directory. Change 3494717 by Guillaume.Abadie Strengthens shader compiler with checks on generated file names and shader type file names. Change 3494763 by Guillaume.Abadie Removes a nolonger standing TODO in GlobalBeginCompileShader() that was automatically adding /Engine/ prefix to all relative virtual shader source file path. Change 3494985 by Rolando.Caloca DR - Integrate Vulkan Rewrite Change 3495031 by Rolando.Caloca DR - Delete file as it moved Change 3495032 by Rolando.Caloca DR - Show Vulkan SM5 instead of SM4 on windows packaging - Also added support for Vulkan SM5_UB Change 3495202 by Uriel.Doyon Fixed static analysis warning with pointer dereferencing. Change 3495342 by Rolando.Caloca DR - clang compile fix Change 3495354 by Rolando.Caloca DR - clang compile fixes Change 3495420 by Marc.Olano Use Sobol sampling for PCSS Change 3495799 by Rolando.Caloca DR - Delete old dev assets Change 3496202 by Mark.Satterthwaite Switch to using actual Vector*Matrix intrinsic for Metal to avoid a problem whereby the Metal compiler reorders operations in such a way that it loses precision and ends up being different between pre-pass and base-pass. #jira UE-46070 Change 3496253 by Uriel.Doyon Fixed static analysis warning for IncludeTool Change 3496631 by Guillaume.Abadie Makes AScreenshotFunctionalTest::ScreenshotOptions blueprint readable. Change 3496851 by Guillaume.Abadie Fixes back slash issues in Platform.usf. Change 3496852 by Guillaume.Abadie Fixes other back slashes includes in PS4 specific usf files. Change 3496941 by Guillaume.Abadie Adds a check() for no backslash in virtual shader file paths. Change 3497661 by Guillaume.Abadie Lets FLensDistortionCameraModel::GetUndistortOverscanFactor() early return 1.0 if the camera model is does an identity transform. Change 3497969 by Richard.Wallis Fix for start Up Movies Are not Playing for iOS Devices. Handle case when movie is loading aysnc in background - need to wait for state changes otherwise it skips intermediate movies. - Tested on iOS and Mac. #jira UE-39585 Change 3498035 by Guillaume.Abadie Polishes //Engine/Plugins/Compositing/LensDistortion/Shaders/Private/UVGeneration.usf from debuging artifacts. Change 3498101 by Rolando.Caloca DR - Compile fix Change 3498254 by Guillaume.Abadie Exposes comparing FLensDistortionCameraModel to blueprint with == and != operator nodes for cross frame uv displacement map caching. Change 3498264 by Guillaume.Abadie Integrate 3267269: Implements SceneCaptureComponent2D::bCameraCutThisFrame Change 3498371 by Yujiang.Wang Fix for UE-46149 Planar Reflections display screenspace info when viewports are >2 * Prevent planar reflections being rendered when ViewIndex >= GMaxPlanarReflectionViews * Now planar reflections in >2 viewports will fallback to other reflection methods (SSR, reflection captures) #jira UE-46149 Change 3498409 by Rolando.Caloca DR - Swap resolves Change 3498410 by Guillaume.Abadie Adds support for opacity output alpha for post process material when doing a draw material to render target. Change 3498705 by Rolando.Caloca DR - Add UID for debugging mem allocations Change 3498759 by Marcus.Wassmer No post processing in vertexcolor view mode #jira UE-44704 Change 3498891 by Rolando.Caloca DR - Minor Vulkan per frame allocator refactor in prep for changes Change 3499206 by Rolando.Caloca DR - Fix temp frame allocator OOM on Vulkan #jira UE-45913 Change 3499319 by Rolando.Caloca DR - Vulkan support for StorageBuffer Change 3499339 by Rolando.Caloca DR - Remove deprecated typedef Change 3499400 by Rolando.Caloca DR - Remove some RHICmdList deprecated functions Change 3499422 by Rolando.Caloca DR - Allow buffer transitions inside render passes Change 3500370 by Rolando.Caloca DR - Compile fix Change 3500474 by Rolando.Caloca DR - Fix static analysis Change 3500517 by Guillaume.Abadie Exposes r.PostProcessing.PropagateAlpha to the renderer settings. Change 3500537 by Guillaume.Abadie Fixes a bug where scene capture WorldToView matrix would get scale != 1 when scaling the scene capture actor in the world. #jira UE-39389 Change 3501069 by Mark.Satterthwaite Bring back temporary 4.16 fix for iOS 9 (CL #3425995) into Dev-Rendering for 4.17 as a real fix will need to wait for 4.18. temporary fix for skewed textures on IOS 9 #jira UE-44468 Change 3501164 by Michael.Lentine PR #3402: UE-43131: Format argument count not equal to actual arguments (Contributed by projectgheist) Change 3501222 by Benjamin.Hyder Checking in Tm_SobolNoise map Change 3501612 by zachary.wilson Adding testing content for RTDF shadows on planar reflections Change 3501708 by Guillaume.Abadie Break FPostProcessSettings into smallers structs. Change 3501830 by Olaf.Piesche #jira UE-39628; using fix proposed in UDN, will investigate further Change 3501954 by Marcus.Wassmer Duplicate 3480903 Light culling safety measures. Change 3502032 by Mark.Satterthwaite Fix generation of Metal precompiled headers for the bytecode compiler when using Xcode 9. Change 3502118 by Uriel.Doyon Fixed shader compilation issues. Change 3502191 by Guillaume.Abadie Implements Composure plugin to make compositing in UE4 easier. Change 3502192 by Guillaume.Abadie Implements Composure feature testing in EngineTests Change 3502196 by Guillaume.Abadie Creates a dependency of Composure plugin over LensDistortion plugin. Change 3502213 by Arciel.Rekman Fix for loading shaders on Linux (UE-46276). Change 3502243 by Brian.Karis Bent normal map support. Multibounce AO. Spherical Gaussian based specular occlusion. Change 3502506 by Guillaume.Abadie Fixes compilation failure in Composure with unity build. Change 3502507 by Guillaume.Abadie Fixes composure Set Pass with Render Target blueprint helper. Change 3502510 by Guillaume.Abadie Attempts to fix ComposureUtils.cpp compile errors. Change 3502515 by Guillaume.Abadie Some other composure failure fixes. Change 3502545 by Guillaume.Abadie Fixes some unity build related error in Composure. Change 3502548 by Guillaume.Abadie Fixes last missing includes in ComposurePostProcessPass.cpp Change 3502672 by Guillaume.Abadie Fixes linux warning in Composure. Change 3502790 by Ryan.Brucks float4 PseudoVolumeTexture: Fixed frame layout being a float instead of float2. Now works correctly with non-square frame layouts. Only called in custom nodes and calling with a float still functions properly so no old content will break. Change 3502836 by Guillaume.Abadie Propagates scene capture engine showflag changes from blueprint editor to the blueprint instances. #jira UE-6810 Change 3503096 by Guillaume.Abadie Resave a unversioned asset. Change 3503228 by Yujiang.Wang Fix for UE-45646 Dynamic Light placed inside of a Dynamic Static Mesh doesn't pass through the geometry * Bug caused by bReflectiveShadowmap not being passed into SetViewFlagsForShadowPass * Replaced the true with bReflectiveShadowmap #jira UE-45646 Change 3503284 by Rolando.Caloca DR - Fixed initial clear on rendertargets - Added support for r.Vulkan.EnableValidation 1, 2, 3 & 4 - Dump the vulkan log into VS output log - Added validation for layouts when using dump log Change 3503545 by Arciel.Rekman Fix black UI on Linux (UE-46333) - Rebuilt hlslcc with clang 3.7.0. Whatever issues we're running in with newer clangs still seem to persist. #jira UE-46333 Change 3503638 by Daniel.Wright [Copy] Changed DynamicBentNormalAO back to fp16, as PF_FloatR11G11B10 was not enough precision and introduced banding Change 3503787 by Marcus.Wassmer Fix difference between gpu/cpu morph target application Change 3503902 by Marcus.Wassmer Roll back TAA refactor until we have time to look into the bad interaction with DOF. Change 3503953 by Arne.Schober DR - UE-46319 - borked Reflections: The resource transition needs to be in this weired place for PS4 and switch until we teach the interface to know about subresources. #RB Marcus.Wassmer Change 3504131 by Rolando.Caloca DR - Maintain a cache of pipeline and descriptor set layouts - Fix marker dump Change 3504462 by Guillaume.Abadie Fixes an assertion failure that was failing because compute light grid was not done, but the shader used where not necessarily using compute light grid results. #jira UE-46277 Change 3504779 by Chris.Bunner Potential static analysis fix. #jira UE-46360 Change 3504950 by Marc.Olano Allow Sobol material nodes & textures only if feature level is at least ES3.1 #jira UE-46334 #jira UE-46317 Change 3505035 by Daniel.Wright Increased MaxSearchCount in GetShaderIncludes. The previous limit of 20 is now getting hit in BasePassPixelShader.usf, causing compiles to fail erroneously. Change 3505386 by Daniel.Wright GetShaderIncludes handles infinite recursion gracefully, needed by Metal causing BasePassTessellation.usf to include BasePassVertexShader.usf Change 3505491 by Rolando.Caloca DR - Fix crash on first frame of particles on modern APIs Change 3505557 by Chris.Bunner [Duplicate] Workaround for outdated shader map crash. #jira UE-46061 Change 3506071 by Rolando.Caloca DR - Vulkan fixes - Fix copy out of bounds reading textures to CPU - Defer event deletion - Split validation for errors and warnings - Skip validation error about attachment not used Change 3506698 by Guillaume.Abadie Fixes Composure alpha channel clobering and performance regression in bloom and tonemapper passes caused by scene capture API compatibility breakage brought by Fortnite merge. Change 3506797 by Rolando.Caloca DR - Fix static analysis #jira UE-46428 Change 3506861 by Rolando.Caloca DR - Fix crash due to layering violation #jira UE-46424 #jira UE-46431 Change 3508098 by Rolando.Caloca DR - Fix for Vulkan ES31 crash - Fix for AMD ensure Change 3508123 by Rolando.Caloca DR - Disable occlusion queries on Vulkan to avoid flickering - Fix for bad HZB & cube mips on Vulkan (now using RHIGenerateMips) - Fix for decal blending #jira UE-46376 Change 3509064 by Uriel.Doyon Changing the logic arround generating an error when HasHadBulkDataCleared() so that it only triggers if the DDC are not found. #jira UE-46427 Change 3509854 by Marc.Olano Fix 2D Sobol gray code numbers. Just changes some numbers in initialization tables, so no effect on existing tests or content. Change 3509920 by Marcus.Wassmer Fix LPV fastvram ensure Change 3509937 by Rolando.Caloca DR - Fix crash due to deleted viewport #jira UE-46281 Change 3509988 by Marcus.Wassmer Roll back part of Sobol fix to avoid full shader recompile for integration. Change 3510255 by Rolando.Caloca DR - Fix popup window ensure #jira UE-46511 Change 3510646 by Marcus.Wassmer fix ios compiles Change 3511442 by Rolando.Caloca DR - Change mesh simplification check to ensure/checkslow to unblock #jira UE-46538 DONE! XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX CHANGES WITH MULTIPLE PLATFORMS!!! YOU MUST COPY THESE INTO THE OTHER ONES AS MAKES SENSE!! XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Change 3467095 by Guillaume.Abadie Nukes all += TEXT(".usf") #jira UE-45530 Change 3475084 by Guillaume.Abadie Fixes compilation failure of the shader compiler on PS4 and XboxOne Change 3477464 by Guillaume.Abadie Fixes dumpshaderinfo that generate unecessary sub directory, breaking shell scripts. Change 3494395 by Guillaume.Abadie Moves all engine shader files into Public and Private directory, and introduce the .ush extensions for header file that do not contains entry points. DONE! [CL 3511602 by Marcus Wassmer in Main branch]
2017-06-27 11:38:28 -04:00
OutFormats.AddUnique(NAME_VULKAN_SM5);
OutFormats.AddUnique(NAME_PCD3D_ES3_1);
}
}
virtual void GetAllTargetedShaderFormats( TArray<FName>& OutFormats ) const override
{
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3295257) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3235199 on 2016/12/14 by Joe.Barnes Fix new compile error for missing #define Change 3235340 on 2016/12/14 by Arciel.Rekman Linux: refactor of some PlatformMisc functions. - RootDir() removed since it was a no-op. - Old EngineDir() implementation removed in favor of more generic one that should handle foreign engine dir. - Change by CengizT, Change 3237014 on 2016/12/15 by Michael.Trepka Fixed a crash in FChunkCacheWorker constructor Change 3238305 on 2016/12/16 by Josh.Adams - Added a None option to the FKey customization, unless the FKey property had NoClear on it Change 3240823 on 2016/12/20 by Josh.Stoddard Device profiles don't work for iPadPro 9.7 and 12.9 #jira UE-39943 Change 3241103 on 2016/12/20 by Alicia.Cano Android support from Visual Studio #jira UEPLAT-1421 #android Change 3241357 on 2016/12/20 by Chris.Babcock Add gameActivityOnNewIntentAddtions section to Android UPL #jira UE-38986 #PR #2969 #ue4 #android Change 3241941 on 2016/12/21 by Alicia.Cano Build Fix Change 3249832 on 2017/01/06 by Nick.Shin refetch on timed out GET/POST requests #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3249837 on 2017/01/06 by Nick.Shin black box issues fixed: use device pixel ratio during width and height checks and use canvas dimensions if in full screen -- otherwise store SDL_window dimensions for future use #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3249988 on 2017/01/06 by Josh.Adams - Disable the HeartBeat() function on platforms that don't actually want to use the HeartbeatThread #jira UE-40305, UE-39291, UE-40113 Change 3253720 on 2017/01/11 by Josh.Adams - Added support for a config class to use a specific platform's config hierarchy, so that the editor can read NDA'd platform default settings without needing the settings to in Base*.ini - See SwitchRuntimeSettings.h / GetConfigOverridePlatform() - Addiontally made it so that NDAd platforms are saved to Project/Platform/Platform*.ini, instead of Project/Default*.ini (to keep samples .ini files free of NDAd platform settings). - See UObject::GetDefaultConfigFilename() - Updated some minor ShooterGame switch settings while cleaning this up Change 3254162 on 2017/01/11 by Daniel.Lamb Avoid trying to load empty package names. Fixed issue with iterative ini files being unparseable if they inlcude a colon in them. #jira UE-40257, UE-35001 #test Cook QAGame Change 3255309 on 2017/01/12 by Daniel.Lamb In the derived datacache commandlet wait for texture building to finish before we GC. #test DDC QAGame Change 3255311 on 2017/01/12 by Daniel.Lamb Removed debug logging for shader compilation. Issue hasn't occured in a while and the logging is annoying. #test Cook QAGame Change 3257024 on 2017/01/13 by Josh.Adams - Reread in the target RHIs array every time the list of shader types is needed, instead of caching, because the user could change the settings in the editor, then click cook. #jira UE-38691 Change 3259636 on 2017/01/16 by Josh.Adams - Fixed split screen render issue with payer 2 getting no geometry #jira UE-40684 Change 3260159 on 2017/01/17 by Ben.Marsh Added extra logging when deleting a directory fails during ReconcileWorkspace. Change 3260300 on 2017/01/17 by Ben.Marsh More logging for cleaning workspaces. Change 3261056 on 2017/01/17 by Daniel.Lamb Cook on the fly builds now resolve string asset references. #test Trivial Change 3262803 on 2017/01/18 by Joe.Graf Added missing support for compiling plugins external to Engine/Plugins & Game/Plugins Change 3262852 on 2017/01/18 by Joe.Graf Fixed the bad robomerge Don't try to regenerate projects when adding a content only plugin to a content only project Change 3264930 on 2017/01/19 by Joe.Barnes #include some header files needed when building UFE. Change 3265728 on 2017/01/20 by Will.Fissler PlatformShowcase - Added TestBed_MobileFeatures .umap and related test content. Change 3267188 on 2017/01/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3267439 on 2017/01/22 by Arciel.Rekman Fix Dev-Platform build. - Fixed just to have it compile; perhaps a proper fix is needed. - Seems to be caused by CL 3265587 (delegate was changed to return an array of search results instead of a single one). Change 3267556 on 2017/01/23 by Arciel.Rekman Linux: fix MoveFile to work across file systems. - PR #3141 with slight changes. Change 3267843 on 2017/01/23 by Arciel.Rekman Remove name collision (macro vs libc++). - Redoing CL 3259310. Change 3267850 on 2017/01/23 by Arciel.Rekman Fix wrong always true condition. - PLATFORM_LINUX is always defined, but can be 0. Change 3268048 on 2017/01/23 by Daniel.Lamb Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear. #test Rebuild lighting Paragon Change 3268403 on 2017/01/23 by Josh.Adams #BUILDUPGRADENOTES - Moved XboxOne and PS4 settings into platform specific .ini files (after using GetConfigOverridePlatform() in their class delcarations) - Licensee games that have PS4, XboxOne, Switch settings in DefaultEngine.ini will have those settings saved in the platform version next time the project settings are edited. DOCUMENT THIS! Change 3272441 on 2017/01/25 by Chris.Babcock Fixed documentation error in UnrealPluginLanguage #ue4 #android Change 3272478 on 2017/01/25 by Chris.Babcock Fix another documentation error in UnrealPluginLanguage #ue4 Change 3272826 on 2017/01/25 by Chris.Babcock Google Cloud Messaging plugin for Android #jira UEPLAT-1458 #ue4 #android Change 3272839 on 2017/01/25 by Chris.Babcock Fix name of Google Cloud Messaging Sender ID #ue4 #android Change 3273837 on 2017/01/26 by Daniel.Lamb Added check to ensure editor never saves source texture data which has had ReleaseSourceMemory called on it. Instead crash as this is a loss of content situation. #test Cook paragon cook qagame Change 3274122 on 2017/01/26 by Alicia.Cano Runtime permissions support on Android - Removing certain permissions #jira UE-38512 #android Change 3274311 on 2017/01/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3274794 on 2017/01/27 by Arciel.Rekman Linux: fix installed SDK check (UE-40392). - Pull request #3111 by rubu. Change 3274803 on 2017/01/27 by Arciel.Rekman Linux: added few more exceptions to .gitignore (UE-39612). - Pull request #3026 by ardneran. Change 3276247 on 2017/01/27 by Nick.Shin HTML5 HeapSize settings - make use of it from UE4 Editor:Platforms:HTML5:Memory:HeapSize note: emscripten says this is really no longer needed when using [ -s ALLOW_MEMORY_GROWTH=1 ] -- but tests have shown when using that, the game load/compile times takes longer #jira UE-34753 Zen Garden cannot compile in HTML5 #jira UE-40815 Launching QAGame for HTML5 creates an 'uncaught exception: out of memory'. Change 3276347 on 2017/01/27 by dan.reynolds Android Streaming Test Content Change 3276682 on 2017/01/29 by Nick.Shin HTML5 thirdparty build scripts - fix up what looks like a bad merge - allow linux to also build these libs - fixed harfbuzz to use freetype2-2.6 when building HTML5 libs - tested on mac, linux, and windows (git-bash) Change 3276796 on 2017/01/29 by Nick.Shin HTML5 thirdparty (python) build scripts - linux patches from mozilla's jukka - tested on mac and, linux, and windows (git-bash) part of: #jira UEPLAT-1437 (4.16) Switch [to] web assembly Change 3276803 on 2017/01/29 by Nick.Shin HTML5 thirdparty build scripts - getting ready to build with (new toolchain that has) wasm support - minor fix to handle whitespace in project path - tested on mac and, linux, and windows (git-bash) part of: #jira UEPLAT-1437 (4.16) Switch [to] web assembly Change 3278007 on 2017/01/30 by Arciel.Rekman SteamVR: whitelist for Linux. - Makes Blueprint functions available in Linux builds, even if stubbed. - Can be probably whitelisted for Mac too. Change 3278172 on 2017/01/30 by Arciel.Rekman Do not rebuild UnrealPak locally (UE-41285). Change 3279873 on 2017/01/31 by Brent.Pease + Implement streaming in Vorbis + Add streaming to Android audio + Fix audio streaming chunk race condition Change 3280063 on 2017/01/31 by Brent.Pease GitHub 2949 : Fix for crashes when backgrounding/sleeping on iOS metal devices #2949 #jira UE-38829 Change 3280072 on 2017/01/31 by Brent.Pease PR #2889: Add -distribution when iOS distribution Packaging. with IPhonePackage.exe (Contributed by sangpan) https://github.com/EpicGames/UnrealEngine/pull/2889 #jira ue-37874 #2889 Change 3280091 on 2017/01/31 by Arciel.Rekman Linux: fix "unable to make writable" toast (UE-37228). - Also fixed other platforms that returned inverted the error result. Change 3280624 on 2017/01/31 by Brent.Pease PR #2891: iOS IDFV string allocation fix (Contributed by robertfsegal) https://github.com/EpicGames/UnrealEngine/pull/2891 #2891 #jira ue-37891 Change 3280625 on 2017/01/31 by Brent.Pease GitHub 2576 - Fix UIImagePickerController crash #2576 #jira UE-328888 Change 3281618 on 2017/02/01 by Josh.Adams - Fixed hopeful compile error with missing inlcude #jira UE-41415 Change 3282277 on 2017/02/01 by Josh.Adams - Support 0.12.16 and 1.1.1 (the first versions that can share Oasis) Change 3282441 on 2017/02/01 by Arciel.Rekman Fix Linux editor splash screen (UE-28123). Change 3282580 on 2017/02/01 by Nick.Shin HTML5 - fix "firefox nighly" issue with: failed to compile wasm module: CompileError: at offset XXX: initial memory size too big: WARNING: this greatly impacts (in browser) compile times Change 3285991 on 2017/02/03 by Chris.Babcock Fix executable path for stripping Android debug symbols (handle non-Windows properly) #jira UE-41238 #ue4 #android Change 3286406 on 2017/02/03 by Chris.Babcock Save and restore texture filtering for movie playback in all cases #jira UE-41565 #ue4 #android Change 3286800 on 2017/02/04 by Chris.Babcock Fix executable path for stripping Android debug symbols (handle non-Windows properly) #jira UE-41238 #ue4 #android Change 3288598 on 2017/02/06 by Arciel.Rekman CodeLite fixes. - Use *-Linux-Debug binary for Debug configuration. - Fix virtual paths. Change 3288864 on 2017/02/06 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) - Note, Switch is known to not boot with this, fix coming next Change 3289364 on 2017/02/06 by Josh.Adams [BUILDUPGRADENOTES] - Fixed the "type" of the desktop device profiles to be Windows, not WindowsNoEditor, etc. It should be the platform, not a random string. - Updated how DeviceProfiles are loaded, especially in the editor, so that we can have NDAd platforms have their default DP values in platform-hidden files - This makes use of the ability for a class to override the platform hierarchy in the editor (like we do with other editor-exposed platform objects) - Added Config/[PS4|XboxOne|Switch]/ConfidentialPlatform.ini files so that the DP loading code knows to look in their directories for DPs. See FGenericPlatformMisc::GetConfidentialPlatforms() for more information - Note that saving still saves the entire DP to the .ini. Next DP change is to have them properly save against their 2(!) parents - the .ini file earlier in the hierarchy, and the parent DP object. Makes it tricky, for sure. - Added FConfigFile::GetArray (previous was only on FConfigCacheIni) Change 3289796 on 2017/02/07 by Arciel.Rekman Linux: remove leftover CEF build script. Change 3289872 on 2017/02/07 by Arciel.Rekman Linux: install MIME types (UE-40954). - Pull request #3154 by RicardoEPRodrigues. Change 3289915 on 2017/02/07 by Josh.Adams - Fixed CIS warnings Change 3289916 on 2017/02/07 by Arciel.Rekman Linux: remove -opengl4 from the default invocation. Change 3290009 on 2017/02/07 by Gil.Gribb UE4 - Fixed boot time EDL causing some issues even when it wasn't being used. Change 3290120 on 2017/02/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3290948 on 2017/02/07 by Arciel.Rekman Linux: fix crash when clicking on question mark (UE-41634). - Symbol interposition problem (proper fix is still to be investigated). (Edigrating part of CL 3290683 from Release-4.15 to Dev-Platform) Change 3291074 on 2017/02/07 by Arciel.Rekman Speculative build fix. Change 3292028 on 2017/02/08 by Josh.Adams - Fixed Incremental CIS build failures Change 3292105 on 2017/02/08 by Nick.Shin emcc.py - change warning to info #jira UE-41747 //UE4/Dev-Platform Compile UE4Game HTML5 completed with 50 warnings Change 3292201 on 2017/02/08 by JohnHenry.Carawon Change comment to fix XML warning when generating project files on Linux Change 3292242 on 2017/02/08 by Arciel.Rekman Linux: avoid unnecessary dependency on CEF (UE-41634). - Do not apply CEF workaround to monolithic builds (eg. stock Game/Server targets). - Also disable CEF compilation for ShaderCompileWorker. - Based on CL 3292077 in 4.15. Change 3292559 on 2017/02/08 by Josh.Adams - Added more platforms to disable the file handle caching (all the ones that use MANAGED_FILE_HANDLES) Change 3294333 on 2017/02/09 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3294506 on 2017/02/09 by Josh.Adams - Fixed GoogleCloudMessaging.uplugin to fix the Installed flag. Every other plugin had false, this one had true, which caused various checks to go haywire #jira UE-41710 Change 3294984 on 2017/02/09 by Josh.Adams - Worked around the remote compiling issue with code-based projects on a different drive than the engine #jira UE-41704 Change 3295056 on 2017/02/09 by Josh.Adams - Fixed the remote compiling issue by unconverting the path back to host when reading from the module filename Change 3295161 on 2017/02/09 by Josh.Adams - Fixed new bug when buildin native ios that was caused by a remote compile break Change 3295229 on 2017/02/09 by Josh.Adams - Fixed a crash in clothing on platforms that don't support clothing #jira UE-41830 [CL 3295859 by Josh Adams in Main branch]
2017-02-09 19:20:55 -05:00
// Get the Target RHIs for this platform, we do not always want all those that are supported. (reload in case user changed in the editor)
TArray<FString> TargetedShaderFormats;
auto AddWindowsShaderFormats = [&TargetedShaderFormats](const TCHAR* InName)
{
TArray<FString> NewTargetedShaderFormats;
GConfig->GetArray(TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), InName, NewTargetedShaderFormats, GEngineIni);
for (const FString& NewShaderFormat : NewTargetedShaderFormats)
{
TargetedShaderFormats.AddUnique(NewShaderFormat);
}
};
AddWindowsShaderFormats(TEXT("TargetedRHIs"));
AddWindowsShaderFormats(TEXT("D3D12TargetedShaderFormats"));
AddWindowsShaderFormats(TEXT("D3D11TargetedShaderFormats"));
AddWindowsShaderFormats(TEXT("VulkanTargetedShaderFormats"));
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3295257) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3235199 on 2016/12/14 by Joe.Barnes Fix new compile error for missing #define Change 3235340 on 2016/12/14 by Arciel.Rekman Linux: refactor of some PlatformMisc functions. - RootDir() removed since it was a no-op. - Old EngineDir() implementation removed in favor of more generic one that should handle foreign engine dir. - Change by CengizT, Change 3237014 on 2016/12/15 by Michael.Trepka Fixed a crash in FChunkCacheWorker constructor Change 3238305 on 2016/12/16 by Josh.Adams - Added a None option to the FKey customization, unless the FKey property had NoClear on it Change 3240823 on 2016/12/20 by Josh.Stoddard Device profiles don't work for iPadPro 9.7 and 12.9 #jira UE-39943 Change 3241103 on 2016/12/20 by Alicia.Cano Android support from Visual Studio #jira UEPLAT-1421 #android Change 3241357 on 2016/12/20 by Chris.Babcock Add gameActivityOnNewIntentAddtions section to Android UPL #jira UE-38986 #PR #2969 #ue4 #android Change 3241941 on 2016/12/21 by Alicia.Cano Build Fix Change 3249832 on 2017/01/06 by Nick.Shin refetch on timed out GET/POST requests #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3249837 on 2017/01/06 by Nick.Shin black box issues fixed: use device pixel ratio during width and height checks and use canvas dimensions if in full screen -- otherwise store SDL_window dimensions for future use #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3249988 on 2017/01/06 by Josh.Adams - Disable the HeartBeat() function on platforms that don't actually want to use the HeartbeatThread #jira UE-40305, UE-39291, UE-40113 Change 3253720 on 2017/01/11 by Josh.Adams - Added support for a config class to use a specific platform's config hierarchy, so that the editor can read NDA'd platform default settings without needing the settings to in Base*.ini - See SwitchRuntimeSettings.h / GetConfigOverridePlatform() - Addiontally made it so that NDAd platforms are saved to Project/Platform/Platform*.ini, instead of Project/Default*.ini (to keep samples .ini files free of NDAd platform settings). - See UObject::GetDefaultConfigFilename() - Updated some minor ShooterGame switch settings while cleaning this up Change 3254162 on 2017/01/11 by Daniel.Lamb Avoid trying to load empty package names. Fixed issue with iterative ini files being unparseable if they inlcude a colon in them. #jira UE-40257, UE-35001 #test Cook QAGame Change 3255309 on 2017/01/12 by Daniel.Lamb In the derived datacache commandlet wait for texture building to finish before we GC. #test DDC QAGame Change 3255311 on 2017/01/12 by Daniel.Lamb Removed debug logging for shader compilation. Issue hasn't occured in a while and the logging is annoying. #test Cook QAGame Change 3257024 on 2017/01/13 by Josh.Adams - Reread in the target RHIs array every time the list of shader types is needed, instead of caching, because the user could change the settings in the editor, then click cook. #jira UE-38691 Change 3259636 on 2017/01/16 by Josh.Adams - Fixed split screen render issue with payer 2 getting no geometry #jira UE-40684 Change 3260159 on 2017/01/17 by Ben.Marsh Added extra logging when deleting a directory fails during ReconcileWorkspace. Change 3260300 on 2017/01/17 by Ben.Marsh More logging for cleaning workspaces. Change 3261056 on 2017/01/17 by Daniel.Lamb Cook on the fly builds now resolve string asset references. #test Trivial Change 3262803 on 2017/01/18 by Joe.Graf Added missing support for compiling plugins external to Engine/Plugins & Game/Plugins Change 3262852 on 2017/01/18 by Joe.Graf Fixed the bad robomerge Don't try to regenerate projects when adding a content only plugin to a content only project Change 3264930 on 2017/01/19 by Joe.Barnes #include some header files needed when building UFE. Change 3265728 on 2017/01/20 by Will.Fissler PlatformShowcase - Added TestBed_MobileFeatures .umap and related test content. Change 3267188 on 2017/01/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3267439 on 2017/01/22 by Arciel.Rekman Fix Dev-Platform build. - Fixed just to have it compile; perhaps a proper fix is needed. - Seems to be caused by CL 3265587 (delegate was changed to return an array of search results instead of a single one). Change 3267556 on 2017/01/23 by Arciel.Rekman Linux: fix MoveFile to work across file systems. - PR #3141 with slight changes. Change 3267843 on 2017/01/23 by Arciel.Rekman Remove name collision (macro vs libc++). - Redoing CL 3259310. Change 3267850 on 2017/01/23 by Arciel.Rekman Fix wrong always true condition. - PLATFORM_LINUX is always defined, but can be 0. Change 3268048 on 2017/01/23 by Daniel.Lamb Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear. #test Rebuild lighting Paragon Change 3268403 on 2017/01/23 by Josh.Adams #BUILDUPGRADENOTES - Moved XboxOne and PS4 settings into platform specific .ini files (after using GetConfigOverridePlatform() in their class delcarations) - Licensee games that have PS4, XboxOne, Switch settings in DefaultEngine.ini will have those settings saved in the platform version next time the project settings are edited. DOCUMENT THIS! Change 3272441 on 2017/01/25 by Chris.Babcock Fixed documentation error in UnrealPluginLanguage #ue4 #android Change 3272478 on 2017/01/25 by Chris.Babcock Fix another documentation error in UnrealPluginLanguage #ue4 Change 3272826 on 2017/01/25 by Chris.Babcock Google Cloud Messaging plugin for Android #jira UEPLAT-1458 #ue4 #android Change 3272839 on 2017/01/25 by Chris.Babcock Fix name of Google Cloud Messaging Sender ID #ue4 #android Change 3273837 on 2017/01/26 by Daniel.Lamb Added check to ensure editor never saves source texture data which has had ReleaseSourceMemory called on it. Instead crash as this is a loss of content situation. #test Cook paragon cook qagame Change 3274122 on 2017/01/26 by Alicia.Cano Runtime permissions support on Android - Removing certain permissions #jira UE-38512 #android Change 3274311 on 2017/01/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3274794 on 2017/01/27 by Arciel.Rekman Linux: fix installed SDK check (UE-40392). - Pull request #3111 by rubu. Change 3274803 on 2017/01/27 by Arciel.Rekman Linux: added few more exceptions to .gitignore (UE-39612). - Pull request #3026 by ardneran. Change 3276247 on 2017/01/27 by Nick.Shin HTML5 HeapSize settings - make use of it from UE4 Editor:Platforms:HTML5:Memory:HeapSize note: emscripten says this is really no longer needed when using [ -s ALLOW_MEMORY_GROWTH=1 ] -- but tests have shown when using that, the game load/compile times takes longer #jira UE-34753 Zen Garden cannot compile in HTML5 #jira UE-40815 Launching QAGame for HTML5 creates an 'uncaught exception: out of memory'. Change 3276347 on 2017/01/27 by dan.reynolds Android Streaming Test Content Change 3276682 on 2017/01/29 by Nick.Shin HTML5 thirdparty build scripts - fix up what looks like a bad merge - allow linux to also build these libs - fixed harfbuzz to use freetype2-2.6 when building HTML5 libs - tested on mac, linux, and windows (git-bash) Change 3276796 on 2017/01/29 by Nick.Shin HTML5 thirdparty (python) build scripts - linux patches from mozilla's jukka - tested on mac and, linux, and windows (git-bash) part of: #jira UEPLAT-1437 (4.16) Switch [to] web assembly Change 3276803 on 2017/01/29 by Nick.Shin HTML5 thirdparty build scripts - getting ready to build with (new toolchain that has) wasm support - minor fix to handle whitespace in project path - tested on mac and, linux, and windows (git-bash) part of: #jira UEPLAT-1437 (4.16) Switch [to] web assembly Change 3278007 on 2017/01/30 by Arciel.Rekman SteamVR: whitelist for Linux. - Makes Blueprint functions available in Linux builds, even if stubbed. - Can be probably whitelisted for Mac too. Change 3278172 on 2017/01/30 by Arciel.Rekman Do not rebuild UnrealPak locally (UE-41285). Change 3279873 on 2017/01/31 by Brent.Pease + Implement streaming in Vorbis + Add streaming to Android audio + Fix audio streaming chunk race condition Change 3280063 on 2017/01/31 by Brent.Pease GitHub 2949 : Fix for crashes when backgrounding/sleeping on iOS metal devices #2949 #jira UE-38829 Change 3280072 on 2017/01/31 by Brent.Pease PR #2889: Add -distribution when iOS distribution Packaging. with IPhonePackage.exe (Contributed by sangpan) https://github.com/EpicGames/UnrealEngine/pull/2889 #jira ue-37874 #2889 Change 3280091 on 2017/01/31 by Arciel.Rekman Linux: fix "unable to make writable" toast (UE-37228). - Also fixed other platforms that returned inverted the error result. Change 3280624 on 2017/01/31 by Brent.Pease PR #2891: iOS IDFV string allocation fix (Contributed by robertfsegal) https://github.com/EpicGames/UnrealEngine/pull/2891 #2891 #jira ue-37891 Change 3280625 on 2017/01/31 by Brent.Pease GitHub 2576 - Fix UIImagePickerController crash #2576 #jira UE-328888 Change 3281618 on 2017/02/01 by Josh.Adams - Fixed hopeful compile error with missing inlcude #jira UE-41415 Change 3282277 on 2017/02/01 by Josh.Adams - Support 0.12.16 and 1.1.1 (the first versions that can share Oasis) Change 3282441 on 2017/02/01 by Arciel.Rekman Fix Linux editor splash screen (UE-28123). Change 3282580 on 2017/02/01 by Nick.Shin HTML5 - fix "firefox nighly" issue with: failed to compile wasm module: CompileError: at offset XXX: initial memory size too big: WARNING: this greatly impacts (in browser) compile times Change 3285991 on 2017/02/03 by Chris.Babcock Fix executable path for stripping Android debug symbols (handle non-Windows properly) #jira UE-41238 #ue4 #android Change 3286406 on 2017/02/03 by Chris.Babcock Save and restore texture filtering for movie playback in all cases #jira UE-41565 #ue4 #android Change 3286800 on 2017/02/04 by Chris.Babcock Fix executable path for stripping Android debug symbols (handle non-Windows properly) #jira UE-41238 #ue4 #android Change 3288598 on 2017/02/06 by Arciel.Rekman CodeLite fixes. - Use *-Linux-Debug binary for Debug configuration. - Fix virtual paths. Change 3288864 on 2017/02/06 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) - Note, Switch is known to not boot with this, fix coming next Change 3289364 on 2017/02/06 by Josh.Adams [BUILDUPGRADENOTES] - Fixed the "type" of the desktop device profiles to be Windows, not WindowsNoEditor, etc. It should be the platform, not a random string. - Updated how DeviceProfiles are loaded, especially in the editor, so that we can have NDAd platforms have their default DP values in platform-hidden files - This makes use of the ability for a class to override the platform hierarchy in the editor (like we do with other editor-exposed platform objects) - Added Config/[PS4|XboxOne|Switch]/ConfidentialPlatform.ini files so that the DP loading code knows to look in their directories for DPs. See FGenericPlatformMisc::GetConfidentialPlatforms() for more information - Note that saving still saves the entire DP to the .ini. Next DP change is to have them properly save against their 2(!) parents - the .ini file earlier in the hierarchy, and the parent DP object. Makes it tricky, for sure. - Added FConfigFile::GetArray (previous was only on FConfigCacheIni) Change 3289796 on 2017/02/07 by Arciel.Rekman Linux: remove leftover CEF build script. Change 3289872 on 2017/02/07 by Arciel.Rekman Linux: install MIME types (UE-40954). - Pull request #3154 by RicardoEPRodrigues. Change 3289915 on 2017/02/07 by Josh.Adams - Fixed CIS warnings Change 3289916 on 2017/02/07 by Arciel.Rekman Linux: remove -opengl4 from the default invocation. Change 3290009 on 2017/02/07 by Gil.Gribb UE4 - Fixed boot time EDL causing some issues even when it wasn't being used. Change 3290120 on 2017/02/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3290948 on 2017/02/07 by Arciel.Rekman Linux: fix crash when clicking on question mark (UE-41634). - Symbol interposition problem (proper fix is still to be investigated). (Edigrating part of CL 3290683 from Release-4.15 to Dev-Platform) Change 3291074 on 2017/02/07 by Arciel.Rekman Speculative build fix. Change 3292028 on 2017/02/08 by Josh.Adams - Fixed Incremental CIS build failures Change 3292105 on 2017/02/08 by Nick.Shin emcc.py - change warning to info #jira UE-41747 //UE4/Dev-Platform Compile UE4Game HTML5 completed with 50 warnings Change 3292201 on 2017/02/08 by JohnHenry.Carawon Change comment to fix XML warning when generating project files on Linux Change 3292242 on 2017/02/08 by Arciel.Rekman Linux: avoid unnecessary dependency on CEF (UE-41634). - Do not apply CEF workaround to monolithic builds (eg. stock Game/Server targets). - Also disable CEF compilation for ShaderCompileWorker. - Based on CL 3292077 in 4.15. Change 3292559 on 2017/02/08 by Josh.Adams - Added more platforms to disable the file handle caching (all the ones that use MANAGED_FILE_HANDLES) Change 3294333 on 2017/02/09 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3294506 on 2017/02/09 by Josh.Adams - Fixed GoogleCloudMessaging.uplugin to fix the Installed flag. Every other plugin had false, this one had true, which caused various checks to go haywire #jira UE-41710 Change 3294984 on 2017/02/09 by Josh.Adams - Worked around the remote compiling issue with code-based projects on a different drive than the engine #jira UE-41704 Change 3295056 on 2017/02/09 by Josh.Adams - Fixed the remote compiling issue by unconverting the path back to host when reading from the module filename Change 3295161 on 2017/02/09 by Josh.Adams - Fixed new bug when buildin native ios that was caused by a remote compile break Change 3295229 on 2017/02/09 by Josh.Adams - Fixed a crash in clothing on platforms that don't support clothing #jira UE-41830 [CL 3295859 by Josh Adams in Main branch]
2017-02-09 19:20:55 -05:00
// Gather the list of Target RHIs and filter out any that may be invalid.
TArray<FName> PossibleShaderFormats;
GetAllPossibleShaderFormats(PossibleShaderFormats);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3295257) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3235199 on 2016/12/14 by Joe.Barnes Fix new compile error for missing #define Change 3235340 on 2016/12/14 by Arciel.Rekman Linux: refactor of some PlatformMisc functions. - RootDir() removed since it was a no-op. - Old EngineDir() implementation removed in favor of more generic one that should handle foreign engine dir. - Change by CengizT, Change 3237014 on 2016/12/15 by Michael.Trepka Fixed a crash in FChunkCacheWorker constructor Change 3238305 on 2016/12/16 by Josh.Adams - Added a None option to the FKey customization, unless the FKey property had NoClear on it Change 3240823 on 2016/12/20 by Josh.Stoddard Device profiles don't work for iPadPro 9.7 and 12.9 #jira UE-39943 Change 3241103 on 2016/12/20 by Alicia.Cano Android support from Visual Studio #jira UEPLAT-1421 #android Change 3241357 on 2016/12/20 by Chris.Babcock Add gameActivityOnNewIntentAddtions section to Android UPL #jira UE-38986 #PR #2969 #ue4 #android Change 3241941 on 2016/12/21 by Alicia.Cano Build Fix Change 3249832 on 2017/01/06 by Nick.Shin refetch on timed out GET/POST requests #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3249837 on 2017/01/06 by Nick.Shin black box issues fixed: use device pixel ratio during width and height checks and use canvas dimensions if in full screen -- otherwise store SDL_window dimensions for future use #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3249988 on 2017/01/06 by Josh.Adams - Disable the HeartBeat() function on platforms that don't actually want to use the HeartbeatThread #jira UE-40305, UE-39291, UE-40113 Change 3253720 on 2017/01/11 by Josh.Adams - Added support for a config class to use a specific platform's config hierarchy, so that the editor can read NDA'd platform default settings without needing the settings to in Base*.ini - See SwitchRuntimeSettings.h / GetConfigOverridePlatform() - Addiontally made it so that NDAd platforms are saved to Project/Platform/Platform*.ini, instead of Project/Default*.ini (to keep samples .ini files free of NDAd platform settings). - See UObject::GetDefaultConfigFilename() - Updated some minor ShooterGame switch settings while cleaning this up Change 3254162 on 2017/01/11 by Daniel.Lamb Avoid trying to load empty package names. Fixed issue with iterative ini files being unparseable if they inlcude a colon in them. #jira UE-40257, UE-35001 #test Cook QAGame Change 3255309 on 2017/01/12 by Daniel.Lamb In the derived datacache commandlet wait for texture building to finish before we GC. #test DDC QAGame Change 3255311 on 2017/01/12 by Daniel.Lamb Removed debug logging for shader compilation. Issue hasn't occured in a while and the logging is annoying. #test Cook QAGame Change 3257024 on 2017/01/13 by Josh.Adams - Reread in the target RHIs array every time the list of shader types is needed, instead of caching, because the user could change the settings in the editor, then click cook. #jira UE-38691 Change 3259636 on 2017/01/16 by Josh.Adams - Fixed split screen render issue with payer 2 getting no geometry #jira UE-40684 Change 3260159 on 2017/01/17 by Ben.Marsh Added extra logging when deleting a directory fails during ReconcileWorkspace. Change 3260300 on 2017/01/17 by Ben.Marsh More logging for cleaning workspaces. Change 3261056 on 2017/01/17 by Daniel.Lamb Cook on the fly builds now resolve string asset references. #test Trivial Change 3262803 on 2017/01/18 by Joe.Graf Added missing support for compiling plugins external to Engine/Plugins & Game/Plugins Change 3262852 on 2017/01/18 by Joe.Graf Fixed the bad robomerge Don't try to regenerate projects when adding a content only plugin to a content only project Change 3264930 on 2017/01/19 by Joe.Barnes #include some header files needed when building UFE. Change 3265728 on 2017/01/20 by Will.Fissler PlatformShowcase - Added TestBed_MobileFeatures .umap and related test content. Change 3267188 on 2017/01/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3267439 on 2017/01/22 by Arciel.Rekman Fix Dev-Platform build. - Fixed just to have it compile; perhaps a proper fix is needed. - Seems to be caused by CL 3265587 (delegate was changed to return an array of search results instead of a single one). Change 3267556 on 2017/01/23 by Arciel.Rekman Linux: fix MoveFile to work across file systems. - PR #3141 with slight changes. Change 3267843 on 2017/01/23 by Arciel.Rekman Remove name collision (macro vs libc++). - Redoing CL 3259310. Change 3267850 on 2017/01/23 by Arciel.Rekman Fix wrong always true condition. - PLATFORM_LINUX is always defined, but can be 0. Change 3268048 on 2017/01/23 by Daniel.Lamb Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear. #test Rebuild lighting Paragon Change 3268403 on 2017/01/23 by Josh.Adams #BUILDUPGRADENOTES - Moved XboxOne and PS4 settings into platform specific .ini files (after using GetConfigOverridePlatform() in their class delcarations) - Licensee games that have PS4, XboxOne, Switch settings in DefaultEngine.ini will have those settings saved in the platform version next time the project settings are edited. DOCUMENT THIS! Change 3272441 on 2017/01/25 by Chris.Babcock Fixed documentation error in UnrealPluginLanguage #ue4 #android Change 3272478 on 2017/01/25 by Chris.Babcock Fix another documentation error in UnrealPluginLanguage #ue4 Change 3272826 on 2017/01/25 by Chris.Babcock Google Cloud Messaging plugin for Android #jira UEPLAT-1458 #ue4 #android Change 3272839 on 2017/01/25 by Chris.Babcock Fix name of Google Cloud Messaging Sender ID #ue4 #android Change 3273837 on 2017/01/26 by Daniel.Lamb Added check to ensure editor never saves source texture data which has had ReleaseSourceMemory called on it. Instead crash as this is a loss of content situation. #test Cook paragon cook qagame Change 3274122 on 2017/01/26 by Alicia.Cano Runtime permissions support on Android - Removing certain permissions #jira UE-38512 #android Change 3274311 on 2017/01/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3274794 on 2017/01/27 by Arciel.Rekman Linux: fix installed SDK check (UE-40392). - Pull request #3111 by rubu. Change 3274803 on 2017/01/27 by Arciel.Rekman Linux: added few more exceptions to .gitignore (UE-39612). - Pull request #3026 by ardneran. Change 3276247 on 2017/01/27 by Nick.Shin HTML5 HeapSize settings - make use of it from UE4 Editor:Platforms:HTML5:Memory:HeapSize note: emscripten says this is really no longer needed when using [ -s ALLOW_MEMORY_GROWTH=1 ] -- but tests have shown when using that, the game load/compile times takes longer #jira UE-34753 Zen Garden cannot compile in HTML5 #jira UE-40815 Launching QAGame for HTML5 creates an 'uncaught exception: out of memory'. Change 3276347 on 2017/01/27 by dan.reynolds Android Streaming Test Content Change 3276682 on 2017/01/29 by Nick.Shin HTML5 thirdparty build scripts - fix up what looks like a bad merge - allow linux to also build these libs - fixed harfbuzz to use freetype2-2.6 when building HTML5 libs - tested on mac, linux, and windows (git-bash) Change 3276796 on 2017/01/29 by Nick.Shin HTML5 thirdparty (python) build scripts - linux patches from mozilla's jukka - tested on mac and, linux, and windows (git-bash) part of: #jira UEPLAT-1437 (4.16) Switch [to] web assembly Change 3276803 on 2017/01/29 by Nick.Shin HTML5 thirdparty build scripts - getting ready to build with (new toolchain that has) wasm support - minor fix to handle whitespace in project path - tested on mac and, linux, and windows (git-bash) part of: #jira UEPLAT-1437 (4.16) Switch [to] web assembly Change 3278007 on 2017/01/30 by Arciel.Rekman SteamVR: whitelist for Linux. - Makes Blueprint functions available in Linux builds, even if stubbed. - Can be probably whitelisted for Mac too. Change 3278172 on 2017/01/30 by Arciel.Rekman Do not rebuild UnrealPak locally (UE-41285). Change 3279873 on 2017/01/31 by Brent.Pease + Implement streaming in Vorbis + Add streaming to Android audio + Fix audio streaming chunk race condition Change 3280063 on 2017/01/31 by Brent.Pease GitHub 2949 : Fix for crashes when backgrounding/sleeping on iOS metal devices #2949 #jira UE-38829 Change 3280072 on 2017/01/31 by Brent.Pease PR #2889: Add -distribution when iOS distribution Packaging. with IPhonePackage.exe (Contributed by sangpan) https://github.com/EpicGames/UnrealEngine/pull/2889 #jira ue-37874 #2889 Change 3280091 on 2017/01/31 by Arciel.Rekman Linux: fix "unable to make writable" toast (UE-37228). - Also fixed other platforms that returned inverted the error result. Change 3280624 on 2017/01/31 by Brent.Pease PR #2891: iOS IDFV string allocation fix (Contributed by robertfsegal) https://github.com/EpicGames/UnrealEngine/pull/2891 #2891 #jira ue-37891 Change 3280625 on 2017/01/31 by Brent.Pease GitHub 2576 - Fix UIImagePickerController crash #2576 #jira UE-328888 Change 3281618 on 2017/02/01 by Josh.Adams - Fixed hopeful compile error with missing inlcude #jira UE-41415 Change 3282277 on 2017/02/01 by Josh.Adams - Support 0.12.16 and 1.1.1 (the first versions that can share Oasis) Change 3282441 on 2017/02/01 by Arciel.Rekman Fix Linux editor splash screen (UE-28123). Change 3282580 on 2017/02/01 by Nick.Shin HTML5 - fix "firefox nighly" issue with: failed to compile wasm module: CompileError: at offset XXX: initial memory size too big: WARNING: this greatly impacts (in browser) compile times Change 3285991 on 2017/02/03 by Chris.Babcock Fix executable path for stripping Android debug symbols (handle non-Windows properly) #jira UE-41238 #ue4 #android Change 3286406 on 2017/02/03 by Chris.Babcock Save and restore texture filtering for movie playback in all cases #jira UE-41565 #ue4 #android Change 3286800 on 2017/02/04 by Chris.Babcock Fix executable path for stripping Android debug symbols (handle non-Windows properly) #jira UE-41238 #ue4 #android Change 3288598 on 2017/02/06 by Arciel.Rekman CodeLite fixes. - Use *-Linux-Debug binary for Debug configuration. - Fix virtual paths. Change 3288864 on 2017/02/06 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) - Note, Switch is known to not boot with this, fix coming next Change 3289364 on 2017/02/06 by Josh.Adams [BUILDUPGRADENOTES] - Fixed the "type" of the desktop device profiles to be Windows, not WindowsNoEditor, etc. It should be the platform, not a random string. - Updated how DeviceProfiles are loaded, especially in the editor, so that we can have NDAd platforms have their default DP values in platform-hidden files - This makes use of the ability for a class to override the platform hierarchy in the editor (like we do with other editor-exposed platform objects) - Added Config/[PS4|XboxOne|Switch]/ConfidentialPlatform.ini files so that the DP loading code knows to look in their directories for DPs. See FGenericPlatformMisc::GetConfidentialPlatforms() for more information - Note that saving still saves the entire DP to the .ini. Next DP change is to have them properly save against their 2(!) parents - the .ini file earlier in the hierarchy, and the parent DP object. Makes it tricky, for sure. - Added FConfigFile::GetArray (previous was only on FConfigCacheIni) Change 3289796 on 2017/02/07 by Arciel.Rekman Linux: remove leftover CEF build script. Change 3289872 on 2017/02/07 by Arciel.Rekman Linux: install MIME types (UE-40954). - Pull request #3154 by RicardoEPRodrigues. Change 3289915 on 2017/02/07 by Josh.Adams - Fixed CIS warnings Change 3289916 on 2017/02/07 by Arciel.Rekman Linux: remove -opengl4 from the default invocation. Change 3290009 on 2017/02/07 by Gil.Gribb UE4 - Fixed boot time EDL causing some issues even when it wasn't being used. Change 3290120 on 2017/02/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3290948 on 2017/02/07 by Arciel.Rekman Linux: fix crash when clicking on question mark (UE-41634). - Symbol interposition problem (proper fix is still to be investigated). (Edigrating part of CL 3290683 from Release-4.15 to Dev-Platform) Change 3291074 on 2017/02/07 by Arciel.Rekman Speculative build fix. Change 3292028 on 2017/02/08 by Josh.Adams - Fixed Incremental CIS build failures Change 3292105 on 2017/02/08 by Nick.Shin emcc.py - change warning to info #jira UE-41747 //UE4/Dev-Platform Compile UE4Game HTML5 completed with 50 warnings Change 3292201 on 2017/02/08 by JohnHenry.Carawon Change comment to fix XML warning when generating project files on Linux Change 3292242 on 2017/02/08 by Arciel.Rekman Linux: avoid unnecessary dependency on CEF (UE-41634). - Do not apply CEF workaround to monolithic builds (eg. stock Game/Server targets). - Also disable CEF compilation for ShaderCompileWorker. - Based on CL 3292077 in 4.15. Change 3292559 on 2017/02/08 by Josh.Adams - Added more platforms to disable the file handle caching (all the ones that use MANAGED_FILE_HANDLES) Change 3294333 on 2017/02/09 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3294506 on 2017/02/09 by Josh.Adams - Fixed GoogleCloudMessaging.uplugin to fix the Installed flag. Every other plugin had false, this one had true, which caused various checks to go haywire #jira UE-41710 Change 3294984 on 2017/02/09 by Josh.Adams - Worked around the remote compiling issue with code-based projects on a different drive than the engine #jira UE-41704 Change 3295056 on 2017/02/09 by Josh.Adams - Fixed the remote compiling issue by unconverting the path back to host when reading from the module filename Change 3295161 on 2017/02/09 by Josh.Adams - Fixed new bug when buildin native ios that was caused by a remote compile break Change 3295229 on 2017/02/09 by Josh.Adams - Fixed a crash in clothing on platforms that don't support clothing #jira UE-41830 [CL 3295859 by Josh Adams in Main branch]
2017-02-09 19:20:55 -05:00
for (int32 ShaderFormatIdx = TargetedShaderFormats.Num() - 1; ShaderFormatIdx >= 0; ShaderFormatIdx--)
{
FString ShaderFormat = TargetedShaderFormats[ShaderFormatIdx];
if (PossibleShaderFormats.Contains(FName(*ShaderFormat)) == false)
{
TargetedShaderFormats.RemoveAt(ShaderFormatIdx);
}
}
for(const FString& ShaderFormat : TargetedShaderFormats)
{
OutFormats.AddUnique(FName(*ShaderFormat));
}
}
#if WITH_ENGINE
virtual void GetReflectionCaptureFormats(TArray<FName>& OutFormats) const override
{
if (bRequiresEncodedHDRReflectionCaptures)
{
OutFormats.Add(FName(TEXT("EncodedHDR")));
}
OutFormats.Add(FName(TEXT("FullHDR")));
}
virtual void GetShaderFormatModuleHints(TArray<FName>& OutModuleNames) const override
{
OutModuleNames.Add(TEXT("ShaderFormatD3D"));
OutModuleNames.Add(TEXT("ShaderFormatOpenGL"));
OutModuleNames.Add(TEXT("VulkanShaderFormat"));
}
virtual const class FStaticMeshLODSettings& GetStaticMeshLODSettings( ) const override
{
return StaticMeshLODSettings;
}
virtual void GetTextureFormats( const UTexture* InTexture, TArray< TArray<FName> >& OutFormats) const override
{
if (!TProperties::IsServerOnly())
{
GetDefaultTextureFormatNamePerLayer(OutFormats.AddDefaulted_GetRef(), this, InTexture, true, 4, true);
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3358916) #lockdown Nick.Penwarden Change 3358916 on 2017/03/22 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3357395 on 2017/03/21 by Daniel.Lamb Added some more custom stats to the cooker. Only cook the english cook culture when we are running local builds. #!rb Trivial #!test Iterative shared cooked builds paragon Change 3357377 on 2017/03/21 by Daniel.Lamb Added support for packages which fail to load to the package dependency info module #!rb Trivial #!test Cook paragon Change 3356838 on 2017/03/21 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!3rb #!tests na Change 3355306 on 2017/03/20 by Daniel.Lamb Switched PackageDependencyInfo to using Guid instead of entire package hash when generating dependency info. Stopped cooker from collecting garbage while in the editor. Iterative cooks don't resolve string asset references for startup packages. #!rb Trivial #!test Shared precooked build paragon Change 3354527 on 2017/03/20 by Wes.Hunt AnalyticsProvider::SetUserID will now flush any pending events before changing the ID. #!jira AN-1660 #!fyi josh.markiewicz,david.nikdel #!rb josh.markiewicz #!tests ran client connected to Solo vs. AI server Change 3353852 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #!jira OR-36843, UE-42975 #!rb Martin.Wilson #!tests Editor PIE, -game hero gallery Change 3353048 on 2017/03/18 by Jeff.Williams #!ORION_DG - Merge MAIN @CL 3353033 Change 3352845 on 2017/03/17 by Daniel.Lamb Renamed the ConvertRenderTargetToTexture2D function so that it's obvious it's a editor only feature. #!rb Daniel.Wright #!test Editor paragon Change 3352544 on 2017/03/17 by Daniel.Lamb ADded support for ignoring ini settings incompatbilities when using shared cooked builds. #!rb Trivial #!test Shared cooked build paragon Change 3352285 on 2017/03/17 by Daniel.Lamb Fix client side compilation error to do with render texture conversion function #!rb Trivial #!test Compile Paragon Change 3352141 on 2017/03/17 by Daniel.Lamb Added support for blueprint function to convert a rendertexture to a texture. #!rb Daniel.Wright #!test Run in the editor Change 3351612 on 2017/03/17 by Andrew.Grant Expand EngineDir and ProjectDir variables during AppLocal deployment #!tests Jamie verified packaging Orion via the editor works now #!rb Jamie.Dale Change 3350470 on 2017/03/16 by Laurent.Delayen Fix for PS4 compile. #!rb none #!tests PS4 + non unity Change 3350237 on 2017/03/16 by Andrew.Grant Pak-mounting fix from Dev-Core for OR-36896 #!tests na #!rb GIl.Gribb Change 3350079 on 2017/03/16 by Laurent.Delayen Added 'AnimNotify_PlayMontageNotify' and 'AnimNotify_PlayMontageNotifyWindow' to forward notifies Begin/End to 'PlayMontage' AsyncTask. #!rb lina.halper #!tests Yin's BP Change 3349694 on 2017/03/16 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Exposing copy/paste actions for properties embedded within IDetailGroup header rows #!rb Matt.Kuhlenschmidt #!tests Copy/paste on skin variant primary override rows #!ROBOMERGE-SOURCE: CL 3349513 in //Orion/Dev-REGS/... via CL 3349675 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3349560 on 2017/03/16 by David.Ratti Update GameplayTagReferenceHelper to pass in raw data for owner struct (Rather than having caller pass raw 'this' to delegate). Fixes crashes with resizing lists while making calling code less crappy (avoid having to implement copy cstor and operator to fixup delegate). Added GameplayTagReferenceHelper to gameplay cue classes. #!rb none #!tests editor Change 3349305 on 2017/03/16 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests compiled #!rb na Change 3349189 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #!rb Martin.Wilson #!jira OR-36680 #!tests PS4 cooked OrionEntry with Shinbi Change 3348659 on 2017/03/15 by Daniel.Lamb Fix compilation errors. #!rb None Change 3348646 on 2017/03/15 by Andrew.Grant Unshelved from pending changelist '3347778': <description: restricted, no permission to view> Change 3348636 on 2017/03/15 by Daniel.Lamb Fixed issue with rebuildlighting commandlet not checking out separate lighting files. #!rb None #!test ResavePackages commandlet Change 3348559 on 2017/03/15 by Daniel.Lamb Fixed up some iterative ini settings blacklist configs. #!rb Trivial #!test Iterative Cook paragon Change 3348379 on 2017/03/15 by Laurent.Delayen Added simple Async Node 'Play Montage' to use outside of gameplay abilities. #!rb none #!tests none Change 3348035 on 2017/03/15 by Ben.Salem Switch automationcheckpoint to being a .log file. Unblocks running on packaged builds in paragon. #!rb none #!tests ran oh so very many tests with the changes. Change 3345982 on 2017/03/14 by Zak.Middleton #!orion - OR-36422: Clamp client net send rate for character movement to 60Hz (down from 90). Integrates CL 3345771 from Dev-Framework which adds engine support for specifying the rate parameters, and sets them in Orion DefaultGame.ini to 1/60 second. #!jira OR-36422 #!tests multi-PIE dedicated server, various framerates, net lag, etc. #!rb Laurent.Delayen #!codereview Laurent.Delayen Change 3345134 on 2017/03/14 by Jordan.Walker mono work Change 3344857 on 2017/03/14 by Martin.Wilson Missing includes for transactor header #!rb none Change 3341860 on 2017/03/10 by Chris.Bunner Partial revert of CL 3339904. Fixed material translation error with multiple connections from custom interpolator nodes. #!rb None #!tests Editor, Known trouble materials with interpolator nodes, With/without material functions Change 3341759 on 2017/03/10 by Daniel.Lamb Fixed up NetworkCompatible version so that it works with UGS. #!rb Trivial #!test Cook ps4 paragon. Change 3341616 on 2017/03/10 by Josh.Markiewicz #!UE4 - added define for OGS feature #!rb none #!codereview sam.zamani #!tests compiles Change 3341612 on 2017/03/10 by Josh.Markiewicz #!UE4 - removed old define #!tests compiles Change 3340180 on 2017/03/09 by Daniel.Lamb Integrate fix for sync loading from main to Dev General. #!rb Ben.Zeigler Change 3339904 on 2017/03/09 by Chris.Bunner Fixed material translation error when custom interpolator node hooked to multiple function outputs. #!rb None #!tests Editor Change 3339280 on 2017/03/09 by Josh.Markiewicz #!UE4 - removed WebBrowser moduel dependency on OnlineSubsystem - added 2 functions to online engine interface #!codereview sam.zamani, ben.marsh Change 3338654 on 2017/03/08 by Daniel.Lamb Fixed up some issues with iterative ini settings. Added support for target platforms exposing which audio formats they use so they can match up supported formats with different machines. #!rb None #!test Cook paragon iteratively Change 3336989 on 2017/03/08 by Ben.Marsh Merging CL 3336693 from Dev-Core: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. #!rb none Change 3336135 on 2017/03/07 by Michael.Trepka Hide GameLayerManager's title bar on exiting PIE #!rb Dan.Hertzka #!tests Tested in the editor on Windows Change 3335324 on 2017/03/07 by Aaron.Eady Chat; Adding AddedItem, CompletedItem, and DiscardedItem to the chat message type enum so we can control the color for each. Set the colors in the Social asset. Creating client record settings for turning on/off the added item, completed item, and discarded item in chat. Put these in the gameplay settings menu. Added horizontal boxes to the gameplay settings menu because we are running out of space. Added a vertical scroll bar to the gameplay settings menu but it doesn't seem to show. Also fixed the horizontal scroll bar at the bottom to be horizontal instead of vertical. #!rb Matt.Schembari #!tests MCP, PIE #!lockdown Nicholas.Davies #!RN Change 3333541 on 2017/03/06 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3333512 #!RB:none #!Tests:none #!codeReview: cameron.winston Change 3332578 on 2017/03/04 by Andrew.Grant Temp Disabled wrong-looking warning #!tests #!rb na #!ROBOMERGE: Main Change 3332555 on 2017/03/04 by Andrew.Grant Proper fix for Tencent DLL issue #!tests #!rb na #!ROBOMERGE: Main Change 3332552 on 2017/03/04 by Andrew.Grant Fix for Tencent DLL issue while staging #!tests none #!rb none #!ROBOMERGE: Main Change 3332216 on 2017/03/03 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3332168 #!RB:none #!Tests:none Change 3332060 on 2017/03/03 by Daniel.Lamb Fixed issue with AsyncLoading code eventually flushing async loading while in async loading... This causes all kinds of cool stuff like objects on the stack corruption and also deleted memory accesses. #!rb Gil.Gribb. #!test Editor and -game Change 3331680 on 2017/03/03 by Jason.Bestimt #!ORION_MAIN - Merge MAIN @ CL 3331636 #!RB:none #!Tests:none #!codeReview: andrew.grant Change 3331412 on 2017/03/03 by James.Hopkin #!orion Rebuilt OpenSSL libs for PS4 to fix process termination due to SIGPIPE on closing websockets Source change committed in CL#!3331380 #!jira OR-36274 #!fyi Paul.Moore Change 3331375 on 2017/03/03 by Sam.Zamani fix dll path for tenproxy #!rb none #!tests none Change 3330953 on 2017/03/02 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3330924 [STOMPED ChestOpeningScreen.uasset] #!RB:none #!Tests:none #!codeReview: bryan.rathman, phil.buuck, matt.schembari, andrew.grant Change 3330646 on 2017/03/02 by Andrew.Grant Warning and non-unity fix #!tests compiled #!rb none Change 3330388 on 2017/03/02 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3329982 on 2017/03/02 by Sam.Zamani fixed updated module rules #!rb none #!tests regen projects Change 3329964 on 2017/03/02 by Sam.Zamani Copying //Tasks/Orion/Dev-Online-Tencent to Dev-General (//Orion/Dev-General) 3245325 Adding new OSS for Tencent online platform 3245448 tencent third party SDK TCLS proxy functionality #!rb none 3245474 missing include #!rb none 3249585 TCLS tenproxy.dll in thirdparty bin folder #!rb none 3249726 Load TenProxy.dll for TCLS integration New OSS Tencent #!rb none 3255571 tencent configs #!rb none 3255826 Tencent TCLS paragon launcher #!rb none 3256168 TCLS launch batch update cmd line options #!rb none 3256170 Added "TencentLive,TencentDev" MCP config entries #!rb none 3256504 xmpp config update #!rb none 3273168 skip login steps for tencent config update #!rb none 3279427 #!xmpp add option to use plain text auth 3279428 disable ssl and use plain text auth for XMPP connection temporary until we have a valid cert setup on Tigase deployment 3281566 enabled OSS tencent this will also be the toggle for detecting when to enable tencent functionality at runtime 3283103 differentiate between tencent dev/live environments disable QoS region selection for tencentdev 3283106 lower http verbosity 3283734 config updates 3285066 disable replays and mtx for tencent build 3291005 #!online,mcp service config bEnabled flag to toggle individual services as needed 3291006 explicitly mark unneeded Mcp services as disabled 3291108 allow replay tab to be disabled via UOrionRuntimeOptions.bEnableReplays=false 3291492 disable recording of replays for tencent mode 3292750 disable replay tab based on bEnableReplays=false 3292753 new orion runtime option bDisallowCoinPurchases if true, prevents coins from being available for purchase 3292755 diable mtx coin offers if bDisallowCoinPurchases=true 3292759 missing header 3293246 disable query for available friend codes if bEnableFriendCodes=false 3293250 temp usage of NULL analytics provider 3298025 Adding optional RegionTencent plugin for overriding config files 3298027 ability to override config cache values via plugin config files 3311016 default to TencentDev backend when running in tencent mode 3311017 CMS tencent config 3311022 Rename RegionTencent to RegionCN 3312470 disable links for tencent build 3313014 move tenproxy.dll to \OrionGame\Binaries\ThirdParty\Tencent 3314861 tenproxy 2.0.2.7 update 3314878 default RegionCN plugin to disabled this will only be enabled once the RegionCN.pak is loaded 3314879 TCLS launcher pointing at UE4Editor.exe for development 3315257 missing file 3323573 remove TCLS launcher 3326006 Tencent TLOG SDK 3326277 wrapper singleton class for tenproxy connection 3329180 Tencent support for login flow 3329181 WIP tenproxy connection usage in identity 3329624 wip tcls proxy #!rb none #!tests none Change 3329651 on 2017/03/02 by Andrew.Grant Merging from //UE4/Main @ 3322856 through Orion-Staging #!tests QA #!rb na Change 3329411 on 2017/03/02 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Duplicating CL 3303733 from Dev-Editor (simple fix for a massive issue) - This will prevent any TAssetPtr property from getting stomped by undo/redo (you know those ridiculous store and card art issues? Fixed!) #!lockdown Jason.Bestimt #!rb none #!tests Undo on an item definition asset #!ROBOMERGE-SOURCE: CL 3329404 in //Orion/Release-38.3/... via CL 3329405 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3328858 on 2017/03/01 by Lina.Halper Fixed crash on importing animation that was edited before #!rb: none #!tests: reimport Change 3328459 on 2017/03/01 by Daniel.Lamb When adding new ddc back ends to the hierarchcial ddc make sure to update the async backends lists. #!codereview Gil.Gribb #!test None #!rb Trivial Change 3328182 on 2017/03/01 by Daniel.Lamb Unshelved from pending changelist '3318009': Adding support for shared cooked builds to be downloaded from the network. Included CookedAssetRegistry in the p:\ published builds. #!rb Ben.Marsh Change 3327856 on 2017/03/01 by Frank.Gigliotti Added velocity overrides to FRK4SpringInterpolator; #!RB None #!codeReview Laurent.Delayen #!Tests PIE Change 3327096 on 2017/03/01 by David.Ratti Added generic reference viewer details customization for gameplay tags. Added it to GameplayStatsMetaData. #!rb none #!tests editor Change 3326177 on 2017/02/28 by Daniel.Lamb Added some more debugging information to help track down live issue. #!rb Chris.Bunner #!test Ran editor. Change 3324951 on 2017/02/28 by David.Ratti UDataTable: added AddRow/RemoveRow native functions. #!rb JB #!tests na Change 3323852 on 2017/02/27 by David.Ratti Fix ::RequestAllGameplayTags OnlyIncludeDictionaryTags option #!codereview Ben.Zeigler #!rb #!tests na Change 3323706 on 2017/02/27 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3323694 #!RB:none #!Tests:none Change 3321945 on 2017/02/24 by Jon.Lietz OR-36258 - fixing an issue where gameplay effects that are set to not refresh the period should not allow the execution of a period effect on application. #!RB David.Ratti #!tests golden path #!codeReview: Billy.Bramer, Fred.Kimberley #!RNX Change 3321876 on 2017/02/24 by Daniel.Lamb Fixed erroronEngineContentUse flag not being set properly. #!rb Trivial #!test Cook Paragon. Change 3321591 on 2017/02/24 by Jason.Bestimt #!ORION_DG - MAIN @ CL 3321563 #!RB:none #!Tests:none Change 3321260 on 2017/02/24 by Andrew.Grant Fixed issue that was causing missing string references to not show their referencer #!rb none Change 3321040 on 2017/02/24 by Robert.Manuszewski Merging changes 3316253 and 3319134 from Dev-Core: fixes to file log hangs and crashes. #!rb none #!tests Cooked Win64 server and client, played cooked Win64 build Change 3319413 on 2017/02/23 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3319394 #!RB:none #!Tests:none Change 3317905 on 2017/02/22 by Daniel.Lamb Integrate CL 3238291 from Odin Add Plugin content to the asset registry Change the location of AssetRegistry.bin when cooking a plugin as DLC Include AssetRegistry.bin in the cooked plugin staging process Add function to PluginManager to keep list of any plugins that loaded a pak file Use list of plugins with pak files to merge their AssetRegistry.bin files into the main AssetRegistry when it's created #!rb Ben.Marsh #!codereview Chance.Ivey, Daniel.Lamb Change 3317648 on 2017/02/22 by Cody.Haskell Instead of popping an external web browser, we use the SWebBrowser widget on GFN. #!rb DanH #!codereview Andrew.Grant, Dan.Hertzka, Matt.Schembari #!tests PIE Change 3317289 on 2017/02/22 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3317254 #!RB:none #!Tests:none Change 3317186 on 2017/02/22 by Mieszko.Zielinski Fixed items that have been force-scored by an EQS test as 'failed' getting discarted even if the test is being run in scoring-only mode #!UE4 #!test golden path #!rb Lukasz.Furman #!codereview Daniel.Broder, John.Abercrombie Change 3317005 on 2017/02/22 by Daniel.Lamb Submitted wrong version of my file. #!rb Trivial #!test Compile Change 3316958 on 2017/02/22 by Daniel.Lamb Added support in buildcookrun for shared cooked builds. #!rb Trivial #!test BuildCookRun iterative script Change 3316942 on 2017/02/22 by Daniel.Lamb DLC cooking optimization. Optimization to determining package dependency tree, now is async. Fixes for iterate shared cooked build. Added fallback when using shared cooked build to local build if local build is newer. Added DLC cooking warning if you are overriding output directories. Removed previous release packages names from DLC asset registry. Only generate manifest for additional assets instead of all assets. Minor optimization to worst case resolving of string asset references. Only resolve those that haven't been resolved before (only happens when GC thrashing happens). #!rb Andrew.Grant #!test Cook paragon [CL 3365166 by Andrew Grant in Main branch]
2017-03-26 15:18:02 -04:00
virtual void GetAllTextureFormats(TArray<FName>& OutFormats) const override
{
if (!TProperties::IsServerOnly())
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3358916) #lockdown Nick.Penwarden Change 3358916 on 2017/03/22 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3357395 on 2017/03/21 by Daniel.Lamb Added some more custom stats to the cooker. Only cook the english cook culture when we are running local builds. #!rb Trivial #!test Iterative shared cooked builds paragon Change 3357377 on 2017/03/21 by Daniel.Lamb Added support for packages which fail to load to the package dependency info module #!rb Trivial #!test Cook paragon Change 3356838 on 2017/03/21 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!3rb #!tests na Change 3355306 on 2017/03/20 by Daniel.Lamb Switched PackageDependencyInfo to using Guid instead of entire package hash when generating dependency info. Stopped cooker from collecting garbage while in the editor. Iterative cooks don't resolve string asset references for startup packages. #!rb Trivial #!test Shared precooked build paragon Change 3354527 on 2017/03/20 by Wes.Hunt AnalyticsProvider::SetUserID will now flush any pending events before changing the ID. #!jira AN-1660 #!fyi josh.markiewicz,david.nikdel #!rb josh.markiewicz #!tests ran client connected to Solo vs. AI server Change 3353852 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #!jira OR-36843, UE-42975 #!rb Martin.Wilson #!tests Editor PIE, -game hero gallery Change 3353048 on 2017/03/18 by Jeff.Williams #!ORION_DG - Merge MAIN @CL 3353033 Change 3352845 on 2017/03/17 by Daniel.Lamb Renamed the ConvertRenderTargetToTexture2D function so that it's obvious it's a editor only feature. #!rb Daniel.Wright #!test Editor paragon Change 3352544 on 2017/03/17 by Daniel.Lamb ADded support for ignoring ini settings incompatbilities when using shared cooked builds. #!rb Trivial #!test Shared cooked build paragon Change 3352285 on 2017/03/17 by Daniel.Lamb Fix client side compilation error to do with render texture conversion function #!rb Trivial #!test Compile Paragon Change 3352141 on 2017/03/17 by Daniel.Lamb Added support for blueprint function to convert a rendertexture to a texture. #!rb Daniel.Wright #!test Run in the editor Change 3351612 on 2017/03/17 by Andrew.Grant Expand EngineDir and ProjectDir variables during AppLocal deployment #!tests Jamie verified packaging Orion via the editor works now #!rb Jamie.Dale Change 3350470 on 2017/03/16 by Laurent.Delayen Fix for PS4 compile. #!rb none #!tests PS4 + non unity Change 3350237 on 2017/03/16 by Andrew.Grant Pak-mounting fix from Dev-Core for OR-36896 #!tests na #!rb GIl.Gribb Change 3350079 on 2017/03/16 by Laurent.Delayen Added 'AnimNotify_PlayMontageNotify' and 'AnimNotify_PlayMontageNotifyWindow' to forward notifies Begin/End to 'PlayMontage' AsyncTask. #!rb lina.halper #!tests Yin's BP Change 3349694 on 2017/03/16 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Exposing copy/paste actions for properties embedded within IDetailGroup header rows #!rb Matt.Kuhlenschmidt #!tests Copy/paste on skin variant primary override rows #!ROBOMERGE-SOURCE: CL 3349513 in //Orion/Dev-REGS/... via CL 3349675 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3349560 on 2017/03/16 by David.Ratti Update GameplayTagReferenceHelper to pass in raw data for owner struct (Rather than having caller pass raw 'this' to delegate). Fixes crashes with resizing lists while making calling code less crappy (avoid having to implement copy cstor and operator to fixup delegate). Added GameplayTagReferenceHelper to gameplay cue classes. #!rb none #!tests editor Change 3349305 on 2017/03/16 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests compiled #!rb na Change 3349189 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #!rb Martin.Wilson #!jira OR-36680 #!tests PS4 cooked OrionEntry with Shinbi Change 3348659 on 2017/03/15 by Daniel.Lamb Fix compilation errors. #!rb None Change 3348646 on 2017/03/15 by Andrew.Grant Unshelved from pending changelist '3347778': <description: restricted, no permission to view> Change 3348636 on 2017/03/15 by Daniel.Lamb Fixed issue with rebuildlighting commandlet not checking out separate lighting files. #!rb None #!test ResavePackages commandlet Change 3348559 on 2017/03/15 by Daniel.Lamb Fixed up some iterative ini settings blacklist configs. #!rb Trivial #!test Iterative Cook paragon Change 3348379 on 2017/03/15 by Laurent.Delayen Added simple Async Node 'Play Montage' to use outside of gameplay abilities. #!rb none #!tests none Change 3348035 on 2017/03/15 by Ben.Salem Switch automationcheckpoint to being a .log file. Unblocks running on packaged builds in paragon. #!rb none #!tests ran oh so very many tests with the changes. Change 3345982 on 2017/03/14 by Zak.Middleton #!orion - OR-36422: Clamp client net send rate for character movement to 60Hz (down from 90). Integrates CL 3345771 from Dev-Framework which adds engine support for specifying the rate parameters, and sets them in Orion DefaultGame.ini to 1/60 second. #!jira OR-36422 #!tests multi-PIE dedicated server, various framerates, net lag, etc. #!rb Laurent.Delayen #!codereview Laurent.Delayen Change 3345134 on 2017/03/14 by Jordan.Walker mono work Change 3344857 on 2017/03/14 by Martin.Wilson Missing includes for transactor header #!rb none Change 3341860 on 2017/03/10 by Chris.Bunner Partial revert of CL 3339904. Fixed material translation error with multiple connections from custom interpolator nodes. #!rb None #!tests Editor, Known trouble materials with interpolator nodes, With/without material functions Change 3341759 on 2017/03/10 by Daniel.Lamb Fixed up NetworkCompatible version so that it works with UGS. #!rb Trivial #!test Cook ps4 paragon. Change 3341616 on 2017/03/10 by Josh.Markiewicz #!UE4 - added define for OGS feature #!rb none #!codereview sam.zamani #!tests compiles Change 3341612 on 2017/03/10 by Josh.Markiewicz #!UE4 - removed old define #!tests compiles Change 3340180 on 2017/03/09 by Daniel.Lamb Integrate fix for sync loading from main to Dev General. #!rb Ben.Zeigler Change 3339904 on 2017/03/09 by Chris.Bunner Fixed material translation error when custom interpolator node hooked to multiple function outputs. #!rb None #!tests Editor Change 3339280 on 2017/03/09 by Josh.Markiewicz #!UE4 - removed WebBrowser moduel dependency on OnlineSubsystem - added 2 functions to online engine interface #!codereview sam.zamani, ben.marsh Change 3338654 on 2017/03/08 by Daniel.Lamb Fixed up some issues with iterative ini settings. Added support for target platforms exposing which audio formats they use so they can match up supported formats with different machines. #!rb None #!test Cook paragon iteratively Change 3336989 on 2017/03/08 by Ben.Marsh Merging CL 3336693 from Dev-Core: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. #!rb none Change 3336135 on 2017/03/07 by Michael.Trepka Hide GameLayerManager's title bar on exiting PIE #!rb Dan.Hertzka #!tests Tested in the editor on Windows Change 3335324 on 2017/03/07 by Aaron.Eady Chat; Adding AddedItem, CompletedItem, and DiscardedItem to the chat message type enum so we can control the color for each. Set the colors in the Social asset. Creating client record settings for turning on/off the added item, completed item, and discarded item in chat. Put these in the gameplay settings menu. Added horizontal boxes to the gameplay settings menu because we are running out of space. Added a vertical scroll bar to the gameplay settings menu but it doesn't seem to show. Also fixed the horizontal scroll bar at the bottom to be horizontal instead of vertical. #!rb Matt.Schembari #!tests MCP, PIE #!lockdown Nicholas.Davies #!RN Change 3333541 on 2017/03/06 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3333512 #!RB:none #!Tests:none #!codeReview: cameron.winston Change 3332578 on 2017/03/04 by Andrew.Grant Temp Disabled wrong-looking warning #!tests #!rb na #!ROBOMERGE: Main Change 3332555 on 2017/03/04 by Andrew.Grant Proper fix for Tencent DLL issue #!tests #!rb na #!ROBOMERGE: Main Change 3332552 on 2017/03/04 by Andrew.Grant Fix for Tencent DLL issue while staging #!tests none #!rb none #!ROBOMERGE: Main Change 3332216 on 2017/03/03 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3332168 #!RB:none #!Tests:none Change 3332060 on 2017/03/03 by Daniel.Lamb Fixed issue with AsyncLoading code eventually flushing async loading while in async loading... This causes all kinds of cool stuff like objects on the stack corruption and also deleted memory accesses. #!rb Gil.Gribb. #!test Editor and -game Change 3331680 on 2017/03/03 by Jason.Bestimt #!ORION_MAIN - Merge MAIN @ CL 3331636 #!RB:none #!Tests:none #!codeReview: andrew.grant Change 3331412 on 2017/03/03 by James.Hopkin #!orion Rebuilt OpenSSL libs for PS4 to fix process termination due to SIGPIPE on closing websockets Source change committed in CL#!3331380 #!jira OR-36274 #!fyi Paul.Moore Change 3331375 on 2017/03/03 by Sam.Zamani fix dll path for tenproxy #!rb none #!tests none Change 3330953 on 2017/03/02 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3330924 [STOMPED ChestOpeningScreen.uasset] #!RB:none #!Tests:none #!codeReview: bryan.rathman, phil.buuck, matt.schembari, andrew.grant Change 3330646 on 2017/03/02 by Andrew.Grant Warning and non-unity fix #!tests compiled #!rb none Change 3330388 on 2017/03/02 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3329982 on 2017/03/02 by Sam.Zamani fixed updated module rules #!rb none #!tests regen projects Change 3329964 on 2017/03/02 by Sam.Zamani Copying //Tasks/Orion/Dev-Online-Tencent to Dev-General (//Orion/Dev-General) 3245325 Adding new OSS for Tencent online platform 3245448 tencent third party SDK TCLS proxy functionality #!rb none 3245474 missing include #!rb none 3249585 TCLS tenproxy.dll in thirdparty bin folder #!rb none 3249726 Load TenProxy.dll for TCLS integration New OSS Tencent #!rb none 3255571 tencent configs #!rb none 3255826 Tencent TCLS paragon launcher #!rb none 3256168 TCLS launch batch update cmd line options #!rb none 3256170 Added "TencentLive,TencentDev" MCP config entries #!rb none 3256504 xmpp config update #!rb none 3273168 skip login steps for tencent config update #!rb none 3279427 #!xmpp add option to use plain text auth 3279428 disable ssl and use plain text auth for XMPP connection temporary until we have a valid cert setup on Tigase deployment 3281566 enabled OSS tencent this will also be the toggle for detecting when to enable tencent functionality at runtime 3283103 differentiate between tencent dev/live environments disable QoS region selection for tencentdev 3283106 lower http verbosity 3283734 config updates 3285066 disable replays and mtx for tencent build 3291005 #!online,mcp service config bEnabled flag to toggle individual services as needed 3291006 explicitly mark unneeded Mcp services as disabled 3291108 allow replay tab to be disabled via UOrionRuntimeOptions.bEnableReplays=false 3291492 disable recording of replays for tencent mode 3292750 disable replay tab based on bEnableReplays=false 3292753 new orion runtime option bDisallowCoinPurchases if true, prevents coins from being available for purchase 3292755 diable mtx coin offers if bDisallowCoinPurchases=true 3292759 missing header 3293246 disable query for available friend codes if bEnableFriendCodes=false 3293250 temp usage of NULL analytics provider 3298025 Adding optional RegionTencent plugin for overriding config files 3298027 ability to override config cache values via plugin config files 3311016 default to TencentDev backend when running in tencent mode 3311017 CMS tencent config 3311022 Rename RegionTencent to RegionCN 3312470 disable links for tencent build 3313014 move tenproxy.dll to \OrionGame\Binaries\ThirdParty\Tencent 3314861 tenproxy 2.0.2.7 update 3314878 default RegionCN plugin to disabled this will only be enabled once the RegionCN.pak is loaded 3314879 TCLS launcher pointing at UE4Editor.exe for development 3315257 missing file 3323573 remove TCLS launcher 3326006 Tencent TLOG SDK 3326277 wrapper singleton class for tenproxy connection 3329180 Tencent support for login flow 3329181 WIP tenproxy connection usage in identity 3329624 wip tcls proxy #!rb none #!tests none Change 3329651 on 2017/03/02 by Andrew.Grant Merging from //UE4/Main @ 3322856 through Orion-Staging #!tests QA #!rb na Change 3329411 on 2017/03/02 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Duplicating CL 3303733 from Dev-Editor (simple fix for a massive issue) - This will prevent any TAssetPtr property from getting stomped by undo/redo (you know those ridiculous store and card art issues? Fixed!) #!lockdown Jason.Bestimt #!rb none #!tests Undo on an item definition asset #!ROBOMERGE-SOURCE: CL 3329404 in //Orion/Release-38.3/... via CL 3329405 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3328858 on 2017/03/01 by Lina.Halper Fixed crash on importing animation that was edited before #!rb: none #!tests: reimport Change 3328459 on 2017/03/01 by Daniel.Lamb When adding new ddc back ends to the hierarchcial ddc make sure to update the async backends lists. #!codereview Gil.Gribb #!test None #!rb Trivial Change 3328182 on 2017/03/01 by Daniel.Lamb Unshelved from pending changelist '3318009': Adding support for shared cooked builds to be downloaded from the network. Included CookedAssetRegistry in the p:\ published builds. #!rb Ben.Marsh Change 3327856 on 2017/03/01 by Frank.Gigliotti Added velocity overrides to FRK4SpringInterpolator; #!RB None #!codeReview Laurent.Delayen #!Tests PIE Change 3327096 on 2017/03/01 by David.Ratti Added generic reference viewer details customization for gameplay tags. Added it to GameplayStatsMetaData. #!rb none #!tests editor Change 3326177 on 2017/02/28 by Daniel.Lamb Added some more debugging information to help track down live issue. #!rb Chris.Bunner #!test Ran editor. Change 3324951 on 2017/02/28 by David.Ratti UDataTable: added AddRow/RemoveRow native functions. #!rb JB #!tests na Change 3323852 on 2017/02/27 by David.Ratti Fix ::RequestAllGameplayTags OnlyIncludeDictionaryTags option #!codereview Ben.Zeigler #!rb #!tests na Change 3323706 on 2017/02/27 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3323694 #!RB:none #!Tests:none Change 3321945 on 2017/02/24 by Jon.Lietz OR-36258 - fixing an issue where gameplay effects that are set to not refresh the period should not allow the execution of a period effect on application. #!RB David.Ratti #!tests golden path #!codeReview: Billy.Bramer, Fred.Kimberley #!RNX Change 3321876 on 2017/02/24 by Daniel.Lamb Fixed erroronEngineContentUse flag not being set properly. #!rb Trivial #!test Cook Paragon. Change 3321591 on 2017/02/24 by Jason.Bestimt #!ORION_DG - MAIN @ CL 3321563 #!RB:none #!Tests:none Change 3321260 on 2017/02/24 by Andrew.Grant Fixed issue that was causing missing string references to not show their referencer #!rb none Change 3321040 on 2017/02/24 by Robert.Manuszewski Merging changes 3316253 and 3319134 from Dev-Core: fixes to file log hangs and crashes. #!rb none #!tests Cooked Win64 server and client, played cooked Win64 build Change 3319413 on 2017/02/23 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3319394 #!RB:none #!Tests:none Change 3317905 on 2017/02/22 by Daniel.Lamb Integrate CL 3238291 from Odin Add Plugin content to the asset registry Change the location of AssetRegistry.bin when cooking a plugin as DLC Include AssetRegistry.bin in the cooked plugin staging process Add function to PluginManager to keep list of any plugins that loaded a pak file Use list of plugins with pak files to merge their AssetRegistry.bin files into the main AssetRegistry when it's created #!rb Ben.Marsh #!codereview Chance.Ivey, Daniel.Lamb Change 3317648 on 2017/02/22 by Cody.Haskell Instead of popping an external web browser, we use the SWebBrowser widget on GFN. #!rb DanH #!codereview Andrew.Grant, Dan.Hertzka, Matt.Schembari #!tests PIE Change 3317289 on 2017/02/22 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3317254 #!RB:none #!Tests:none Change 3317186 on 2017/02/22 by Mieszko.Zielinski Fixed items that have been force-scored by an EQS test as 'failed' getting discarted even if the test is being run in scoring-only mode #!UE4 #!test golden path #!rb Lukasz.Furman #!codereview Daniel.Broder, John.Abercrombie Change 3317005 on 2017/02/22 by Daniel.Lamb Submitted wrong version of my file. #!rb Trivial #!test Compile Change 3316958 on 2017/02/22 by Daniel.Lamb Added support in buildcookrun for shared cooked builds. #!rb Trivial #!test BuildCookRun iterative script Change 3316942 on 2017/02/22 by Daniel.Lamb DLC cooking optimization. Optimization to determining package dependency tree, now is async. Fixes for iterate shared cooked build. Added fallback when using shared cooked build to local build if local build is newer. Added DLC cooking warning if you are overriding output directories. Removed previous release packages names from DLC asset registry. Only generate manifest for additional assets instead of all assets. Minor optimization to worst case resolving of string asset references. Only resolve those that haven't been resolved before (only happens when GC thrashing happens). #!rb Andrew.Grant #!test Cook paragon [CL 3365166 by Andrew Grant in Main branch]
2017-03-26 15:18:02 -04:00
{
GetAllDefaultTextureFormats(this, OutFormats);
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3358916) #lockdown Nick.Penwarden Change 3358916 on 2017/03/22 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3357395 on 2017/03/21 by Daniel.Lamb Added some more custom stats to the cooker. Only cook the english cook culture when we are running local builds. #!rb Trivial #!test Iterative shared cooked builds paragon Change 3357377 on 2017/03/21 by Daniel.Lamb Added support for packages which fail to load to the package dependency info module #!rb Trivial #!test Cook paragon Change 3356838 on 2017/03/21 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!3rb #!tests na Change 3355306 on 2017/03/20 by Daniel.Lamb Switched PackageDependencyInfo to using Guid instead of entire package hash when generating dependency info. Stopped cooker from collecting garbage while in the editor. Iterative cooks don't resolve string asset references for startup packages. #!rb Trivial #!test Shared precooked build paragon Change 3354527 on 2017/03/20 by Wes.Hunt AnalyticsProvider::SetUserID will now flush any pending events before changing the ID. #!jira AN-1660 #!fyi josh.markiewicz,david.nikdel #!rb josh.markiewicz #!tests ran client connected to Solo vs. AI server Change 3353852 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #!jira OR-36843, UE-42975 #!rb Martin.Wilson #!tests Editor PIE, -game hero gallery Change 3353048 on 2017/03/18 by Jeff.Williams #!ORION_DG - Merge MAIN @CL 3353033 Change 3352845 on 2017/03/17 by Daniel.Lamb Renamed the ConvertRenderTargetToTexture2D function so that it's obvious it's a editor only feature. #!rb Daniel.Wright #!test Editor paragon Change 3352544 on 2017/03/17 by Daniel.Lamb ADded support for ignoring ini settings incompatbilities when using shared cooked builds. #!rb Trivial #!test Shared cooked build paragon Change 3352285 on 2017/03/17 by Daniel.Lamb Fix client side compilation error to do with render texture conversion function #!rb Trivial #!test Compile Paragon Change 3352141 on 2017/03/17 by Daniel.Lamb Added support for blueprint function to convert a rendertexture to a texture. #!rb Daniel.Wright #!test Run in the editor Change 3351612 on 2017/03/17 by Andrew.Grant Expand EngineDir and ProjectDir variables during AppLocal deployment #!tests Jamie verified packaging Orion via the editor works now #!rb Jamie.Dale Change 3350470 on 2017/03/16 by Laurent.Delayen Fix for PS4 compile. #!rb none #!tests PS4 + non unity Change 3350237 on 2017/03/16 by Andrew.Grant Pak-mounting fix from Dev-Core for OR-36896 #!tests na #!rb GIl.Gribb Change 3350079 on 2017/03/16 by Laurent.Delayen Added 'AnimNotify_PlayMontageNotify' and 'AnimNotify_PlayMontageNotifyWindow' to forward notifies Begin/End to 'PlayMontage' AsyncTask. #!rb lina.halper #!tests Yin's BP Change 3349694 on 2017/03/16 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Exposing copy/paste actions for properties embedded within IDetailGroup header rows #!rb Matt.Kuhlenschmidt #!tests Copy/paste on skin variant primary override rows #!ROBOMERGE-SOURCE: CL 3349513 in //Orion/Dev-REGS/... via CL 3349675 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3349560 on 2017/03/16 by David.Ratti Update GameplayTagReferenceHelper to pass in raw data for owner struct (Rather than having caller pass raw 'this' to delegate). Fixes crashes with resizing lists while making calling code less crappy (avoid having to implement copy cstor and operator to fixup delegate). Added GameplayTagReferenceHelper to gameplay cue classes. #!rb none #!tests editor Change 3349305 on 2017/03/16 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests compiled #!rb na Change 3349189 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #!rb Martin.Wilson #!jira OR-36680 #!tests PS4 cooked OrionEntry with Shinbi Change 3348659 on 2017/03/15 by Daniel.Lamb Fix compilation errors. #!rb None Change 3348646 on 2017/03/15 by Andrew.Grant Unshelved from pending changelist '3347778': <description: restricted, no permission to view> Change 3348636 on 2017/03/15 by Daniel.Lamb Fixed issue with rebuildlighting commandlet not checking out separate lighting files. #!rb None #!test ResavePackages commandlet Change 3348559 on 2017/03/15 by Daniel.Lamb Fixed up some iterative ini settings blacklist configs. #!rb Trivial #!test Iterative Cook paragon Change 3348379 on 2017/03/15 by Laurent.Delayen Added simple Async Node 'Play Montage' to use outside of gameplay abilities. #!rb none #!tests none Change 3348035 on 2017/03/15 by Ben.Salem Switch automationcheckpoint to being a .log file. Unblocks running on packaged builds in paragon. #!rb none #!tests ran oh so very many tests with the changes. Change 3345982 on 2017/03/14 by Zak.Middleton #!orion - OR-36422: Clamp client net send rate for character movement to 60Hz (down from 90). Integrates CL 3345771 from Dev-Framework which adds engine support for specifying the rate parameters, and sets them in Orion DefaultGame.ini to 1/60 second. #!jira OR-36422 #!tests multi-PIE dedicated server, various framerates, net lag, etc. #!rb Laurent.Delayen #!codereview Laurent.Delayen Change 3345134 on 2017/03/14 by Jordan.Walker mono work Change 3344857 on 2017/03/14 by Martin.Wilson Missing includes for transactor header #!rb none Change 3341860 on 2017/03/10 by Chris.Bunner Partial revert of CL 3339904. Fixed material translation error with multiple connections from custom interpolator nodes. #!rb None #!tests Editor, Known trouble materials with interpolator nodes, With/without material functions Change 3341759 on 2017/03/10 by Daniel.Lamb Fixed up NetworkCompatible version so that it works with UGS. #!rb Trivial #!test Cook ps4 paragon. Change 3341616 on 2017/03/10 by Josh.Markiewicz #!UE4 - added define for OGS feature #!rb none #!codereview sam.zamani #!tests compiles Change 3341612 on 2017/03/10 by Josh.Markiewicz #!UE4 - removed old define #!tests compiles Change 3340180 on 2017/03/09 by Daniel.Lamb Integrate fix for sync loading from main to Dev General. #!rb Ben.Zeigler Change 3339904 on 2017/03/09 by Chris.Bunner Fixed material translation error when custom interpolator node hooked to multiple function outputs. #!rb None #!tests Editor Change 3339280 on 2017/03/09 by Josh.Markiewicz #!UE4 - removed WebBrowser moduel dependency on OnlineSubsystem - added 2 functions to online engine interface #!codereview sam.zamani, ben.marsh Change 3338654 on 2017/03/08 by Daniel.Lamb Fixed up some issues with iterative ini settings. Added support for target platforms exposing which audio formats they use so they can match up supported formats with different machines. #!rb None #!test Cook paragon iteratively Change 3336989 on 2017/03/08 by Ben.Marsh Merging CL 3336693 from Dev-Core: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. #!rb none Change 3336135 on 2017/03/07 by Michael.Trepka Hide GameLayerManager's title bar on exiting PIE #!rb Dan.Hertzka #!tests Tested in the editor on Windows Change 3335324 on 2017/03/07 by Aaron.Eady Chat; Adding AddedItem, CompletedItem, and DiscardedItem to the chat message type enum so we can control the color for each. Set the colors in the Social asset. Creating client record settings for turning on/off the added item, completed item, and discarded item in chat. Put these in the gameplay settings menu. Added horizontal boxes to the gameplay settings menu because we are running out of space. Added a vertical scroll bar to the gameplay settings menu but it doesn't seem to show. Also fixed the horizontal scroll bar at the bottom to be horizontal instead of vertical. #!rb Matt.Schembari #!tests MCP, PIE #!lockdown Nicholas.Davies #!RN Change 3333541 on 2017/03/06 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3333512 #!RB:none #!Tests:none #!codeReview: cameron.winston Change 3332578 on 2017/03/04 by Andrew.Grant Temp Disabled wrong-looking warning #!tests #!rb na #!ROBOMERGE: Main Change 3332555 on 2017/03/04 by Andrew.Grant Proper fix for Tencent DLL issue #!tests #!rb na #!ROBOMERGE: Main Change 3332552 on 2017/03/04 by Andrew.Grant Fix for Tencent DLL issue while staging #!tests none #!rb none #!ROBOMERGE: Main Change 3332216 on 2017/03/03 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3332168 #!RB:none #!Tests:none Change 3332060 on 2017/03/03 by Daniel.Lamb Fixed issue with AsyncLoading code eventually flushing async loading while in async loading... This causes all kinds of cool stuff like objects on the stack corruption and also deleted memory accesses. #!rb Gil.Gribb. #!test Editor and -game Change 3331680 on 2017/03/03 by Jason.Bestimt #!ORION_MAIN - Merge MAIN @ CL 3331636 #!RB:none #!Tests:none #!codeReview: andrew.grant Change 3331412 on 2017/03/03 by James.Hopkin #!orion Rebuilt OpenSSL libs for PS4 to fix process termination due to SIGPIPE on closing websockets Source change committed in CL#!3331380 #!jira OR-36274 #!fyi Paul.Moore Change 3331375 on 2017/03/03 by Sam.Zamani fix dll path for tenproxy #!rb none #!tests none Change 3330953 on 2017/03/02 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3330924 [STOMPED ChestOpeningScreen.uasset] #!RB:none #!Tests:none #!codeReview: bryan.rathman, phil.buuck, matt.schembari, andrew.grant Change 3330646 on 2017/03/02 by Andrew.Grant Warning and non-unity fix #!tests compiled #!rb none Change 3330388 on 2017/03/02 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3329982 on 2017/03/02 by Sam.Zamani fixed updated module rules #!rb none #!tests regen projects Change 3329964 on 2017/03/02 by Sam.Zamani Copying //Tasks/Orion/Dev-Online-Tencent to Dev-General (//Orion/Dev-General) 3245325 Adding new OSS for Tencent online platform 3245448 tencent third party SDK TCLS proxy functionality #!rb none 3245474 missing include #!rb none 3249585 TCLS tenproxy.dll in thirdparty bin folder #!rb none 3249726 Load TenProxy.dll for TCLS integration New OSS Tencent #!rb none 3255571 tencent configs #!rb none 3255826 Tencent TCLS paragon launcher #!rb none 3256168 TCLS launch batch update cmd line options #!rb none 3256170 Added "TencentLive,TencentDev" MCP config entries #!rb none 3256504 xmpp config update #!rb none 3273168 skip login steps for tencent config update #!rb none 3279427 #!xmpp add option to use plain text auth 3279428 disable ssl and use plain text auth for XMPP connection temporary until we have a valid cert setup on Tigase deployment 3281566 enabled OSS tencent this will also be the toggle for detecting when to enable tencent functionality at runtime 3283103 differentiate between tencent dev/live environments disable QoS region selection for tencentdev 3283106 lower http verbosity 3283734 config updates 3285066 disable replays and mtx for tencent build 3291005 #!online,mcp service config bEnabled flag to toggle individual services as needed 3291006 explicitly mark unneeded Mcp services as disabled 3291108 allow replay tab to be disabled via UOrionRuntimeOptions.bEnableReplays=false 3291492 disable recording of replays for tencent mode 3292750 disable replay tab based on bEnableReplays=false 3292753 new orion runtime option bDisallowCoinPurchases if true, prevents coins from being available for purchase 3292755 diable mtx coin offers if bDisallowCoinPurchases=true 3292759 missing header 3293246 disable query for available friend codes if bEnableFriendCodes=false 3293250 temp usage of NULL analytics provider 3298025 Adding optional RegionTencent plugin for overriding config files 3298027 ability to override config cache values via plugin config files 3311016 default to TencentDev backend when running in tencent mode 3311017 CMS tencent config 3311022 Rename RegionTencent to RegionCN 3312470 disable links for tencent build 3313014 move tenproxy.dll to \OrionGame\Binaries\ThirdParty\Tencent 3314861 tenproxy 2.0.2.7 update 3314878 default RegionCN plugin to disabled this will only be enabled once the RegionCN.pak is loaded 3314879 TCLS launcher pointing at UE4Editor.exe for development 3315257 missing file 3323573 remove TCLS launcher 3326006 Tencent TLOG SDK 3326277 wrapper singleton class for tenproxy connection 3329180 Tencent support for login flow 3329181 WIP tenproxy connection usage in identity 3329624 wip tcls proxy #!rb none #!tests none Change 3329651 on 2017/03/02 by Andrew.Grant Merging from //UE4/Main @ 3322856 through Orion-Staging #!tests QA #!rb na Change 3329411 on 2017/03/02 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Duplicating CL 3303733 from Dev-Editor (simple fix for a massive issue) - This will prevent any TAssetPtr property from getting stomped by undo/redo (you know those ridiculous store and card art issues? Fixed!) #!lockdown Jason.Bestimt #!rb none #!tests Undo on an item definition asset #!ROBOMERGE-SOURCE: CL 3329404 in //Orion/Release-38.3/... via CL 3329405 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3328858 on 2017/03/01 by Lina.Halper Fixed crash on importing animation that was edited before #!rb: none #!tests: reimport Change 3328459 on 2017/03/01 by Daniel.Lamb When adding new ddc back ends to the hierarchcial ddc make sure to update the async backends lists. #!codereview Gil.Gribb #!test None #!rb Trivial Change 3328182 on 2017/03/01 by Daniel.Lamb Unshelved from pending changelist '3318009': Adding support for shared cooked builds to be downloaded from the network. Included CookedAssetRegistry in the p:\ published builds. #!rb Ben.Marsh Change 3327856 on 2017/03/01 by Frank.Gigliotti Added velocity overrides to FRK4SpringInterpolator; #!RB None #!codeReview Laurent.Delayen #!Tests PIE Change 3327096 on 2017/03/01 by David.Ratti Added generic reference viewer details customization for gameplay tags. Added it to GameplayStatsMetaData. #!rb none #!tests editor Change 3326177 on 2017/02/28 by Daniel.Lamb Added some more debugging information to help track down live issue. #!rb Chris.Bunner #!test Ran editor. Change 3324951 on 2017/02/28 by David.Ratti UDataTable: added AddRow/RemoveRow native functions. #!rb JB #!tests na Change 3323852 on 2017/02/27 by David.Ratti Fix ::RequestAllGameplayTags OnlyIncludeDictionaryTags option #!codereview Ben.Zeigler #!rb #!tests na Change 3323706 on 2017/02/27 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3323694 #!RB:none #!Tests:none Change 3321945 on 2017/02/24 by Jon.Lietz OR-36258 - fixing an issue where gameplay effects that are set to not refresh the period should not allow the execution of a period effect on application. #!RB David.Ratti #!tests golden path #!codeReview: Billy.Bramer, Fred.Kimberley #!RNX Change 3321876 on 2017/02/24 by Daniel.Lamb Fixed erroronEngineContentUse flag not being set properly. #!rb Trivial #!test Cook Paragon. Change 3321591 on 2017/02/24 by Jason.Bestimt #!ORION_DG - MAIN @ CL 3321563 #!RB:none #!Tests:none Change 3321260 on 2017/02/24 by Andrew.Grant Fixed issue that was causing missing string references to not show their referencer #!rb none Change 3321040 on 2017/02/24 by Robert.Manuszewski Merging changes 3316253 and 3319134 from Dev-Core: fixes to file log hangs and crashes. #!rb none #!tests Cooked Win64 server and client, played cooked Win64 build Change 3319413 on 2017/02/23 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3319394 #!RB:none #!Tests:none Change 3317905 on 2017/02/22 by Daniel.Lamb Integrate CL 3238291 from Odin Add Plugin content to the asset registry Change the location of AssetRegistry.bin when cooking a plugin as DLC Include AssetRegistry.bin in the cooked plugin staging process Add function to PluginManager to keep list of any plugins that loaded a pak file Use list of plugins with pak files to merge their AssetRegistry.bin files into the main AssetRegistry when it's created #!rb Ben.Marsh #!codereview Chance.Ivey, Daniel.Lamb Change 3317648 on 2017/02/22 by Cody.Haskell Instead of popping an external web browser, we use the SWebBrowser widget on GFN. #!rb DanH #!codereview Andrew.Grant, Dan.Hertzka, Matt.Schembari #!tests PIE Change 3317289 on 2017/02/22 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3317254 #!RB:none #!Tests:none Change 3317186 on 2017/02/22 by Mieszko.Zielinski Fixed items that have been force-scored by an EQS test as 'failed' getting discarted even if the test is being run in scoring-only mode #!UE4 #!test golden path #!rb Lukasz.Furman #!codereview Daniel.Broder, John.Abercrombie Change 3317005 on 2017/02/22 by Daniel.Lamb Submitted wrong version of my file. #!rb Trivial #!test Compile Change 3316958 on 2017/02/22 by Daniel.Lamb Added support in buildcookrun for shared cooked builds. #!rb Trivial #!test BuildCookRun iterative script Change 3316942 on 2017/02/22 by Daniel.Lamb DLC cooking optimization. Optimization to determining package dependency tree, now is async. Fixes for iterate shared cooked build. Added fallback when using shared cooked build to local build if local build is newer. Added DLC cooking warning if you are overriding output directories. Removed previous release packages names from DLC asset registry. Only generate manifest for additional assets instead of all assets. Minor optimization to worst case resolving of string asset references. Only resolve those that haven't been resolved before (only happens when GC thrashing happens). #!rb Andrew.Grant #!test Cook paragon [CL 3365166 by Andrew Grant in Main branch]
2017-03-26 15:18:02 -04:00
}
}
virtual const UTextureLODSettings& GetTextureLODSettings() const override
{
return *TextureLODSettings;
}
virtual void RegisterTextureLODSettings(const UTextureLODSettings* InTextureLODSettings) override
{
TextureLODSettings = InTextureLODSettings;
}
virtual FName GetWaveFormat(const class USoundWave* Wave) const override
{
FName FormatName = Audio::ToName(Wave->GetSoundAssetCompressionType());
if (FormatName == Audio::NAME_PLATFORM_SPECIFIC)
{
#if !USE_VORBIS_FOR_STREAMING
if (Wave->IsStreaming())
{
return Audio::NAME_OPUS;
}
#endif
return Audio::NAME_OGG;
}
else
{
return FormatName;
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3358916) #lockdown Nick.Penwarden Change 3358916 on 2017/03/22 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3357395 on 2017/03/21 by Daniel.Lamb Added some more custom stats to the cooker. Only cook the english cook culture when we are running local builds. #!rb Trivial #!test Iterative shared cooked builds paragon Change 3357377 on 2017/03/21 by Daniel.Lamb Added support for packages which fail to load to the package dependency info module #!rb Trivial #!test Cook paragon Change 3356838 on 2017/03/21 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!3rb #!tests na Change 3355306 on 2017/03/20 by Daniel.Lamb Switched PackageDependencyInfo to using Guid instead of entire package hash when generating dependency info. Stopped cooker from collecting garbage while in the editor. Iterative cooks don't resolve string asset references for startup packages. #!rb Trivial #!test Shared precooked build paragon Change 3354527 on 2017/03/20 by Wes.Hunt AnalyticsProvider::SetUserID will now flush any pending events before changing the ID. #!jira AN-1660 #!fyi josh.markiewicz,david.nikdel #!rb josh.markiewicz #!tests ran client connected to Solo vs. AI server Change 3353852 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #!jira OR-36843, UE-42975 #!rb Martin.Wilson #!tests Editor PIE, -game hero gallery Change 3353048 on 2017/03/18 by Jeff.Williams #!ORION_DG - Merge MAIN @CL 3353033 Change 3352845 on 2017/03/17 by Daniel.Lamb Renamed the ConvertRenderTargetToTexture2D function so that it's obvious it's a editor only feature. #!rb Daniel.Wright #!test Editor paragon Change 3352544 on 2017/03/17 by Daniel.Lamb ADded support for ignoring ini settings incompatbilities when using shared cooked builds. #!rb Trivial #!test Shared cooked build paragon Change 3352285 on 2017/03/17 by Daniel.Lamb Fix client side compilation error to do with render texture conversion function #!rb Trivial #!test Compile Paragon Change 3352141 on 2017/03/17 by Daniel.Lamb Added support for blueprint function to convert a rendertexture to a texture. #!rb Daniel.Wright #!test Run in the editor Change 3351612 on 2017/03/17 by Andrew.Grant Expand EngineDir and ProjectDir variables during AppLocal deployment #!tests Jamie verified packaging Orion via the editor works now #!rb Jamie.Dale Change 3350470 on 2017/03/16 by Laurent.Delayen Fix for PS4 compile. #!rb none #!tests PS4 + non unity Change 3350237 on 2017/03/16 by Andrew.Grant Pak-mounting fix from Dev-Core for OR-36896 #!tests na #!rb GIl.Gribb Change 3350079 on 2017/03/16 by Laurent.Delayen Added 'AnimNotify_PlayMontageNotify' and 'AnimNotify_PlayMontageNotifyWindow' to forward notifies Begin/End to 'PlayMontage' AsyncTask. #!rb lina.halper #!tests Yin's BP Change 3349694 on 2017/03/16 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Exposing copy/paste actions for properties embedded within IDetailGroup header rows #!rb Matt.Kuhlenschmidt #!tests Copy/paste on skin variant primary override rows #!ROBOMERGE-SOURCE: CL 3349513 in //Orion/Dev-REGS/... via CL 3349675 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3349560 on 2017/03/16 by David.Ratti Update GameplayTagReferenceHelper to pass in raw data for owner struct (Rather than having caller pass raw 'this' to delegate). Fixes crashes with resizing lists while making calling code less crappy (avoid having to implement copy cstor and operator to fixup delegate). Added GameplayTagReferenceHelper to gameplay cue classes. #!rb none #!tests editor Change 3349305 on 2017/03/16 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests compiled #!rb na Change 3349189 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #!rb Martin.Wilson #!jira OR-36680 #!tests PS4 cooked OrionEntry with Shinbi Change 3348659 on 2017/03/15 by Daniel.Lamb Fix compilation errors. #!rb None Change 3348646 on 2017/03/15 by Andrew.Grant Unshelved from pending changelist '3347778': <description: restricted, no permission to view> Change 3348636 on 2017/03/15 by Daniel.Lamb Fixed issue with rebuildlighting commandlet not checking out separate lighting files. #!rb None #!test ResavePackages commandlet Change 3348559 on 2017/03/15 by Daniel.Lamb Fixed up some iterative ini settings blacklist configs. #!rb Trivial #!test Iterative Cook paragon Change 3348379 on 2017/03/15 by Laurent.Delayen Added simple Async Node 'Play Montage' to use outside of gameplay abilities. #!rb none #!tests none Change 3348035 on 2017/03/15 by Ben.Salem Switch automationcheckpoint to being a .log file. Unblocks running on packaged builds in paragon. #!rb none #!tests ran oh so very many tests with the changes. Change 3345982 on 2017/03/14 by Zak.Middleton #!orion - OR-36422: Clamp client net send rate for character movement to 60Hz (down from 90). Integrates CL 3345771 from Dev-Framework which adds engine support for specifying the rate parameters, and sets them in Orion DefaultGame.ini to 1/60 second. #!jira OR-36422 #!tests multi-PIE dedicated server, various framerates, net lag, etc. #!rb Laurent.Delayen #!codereview Laurent.Delayen Change 3345134 on 2017/03/14 by Jordan.Walker mono work Change 3344857 on 2017/03/14 by Martin.Wilson Missing includes for transactor header #!rb none Change 3341860 on 2017/03/10 by Chris.Bunner Partial revert of CL 3339904. Fixed material translation error with multiple connections from custom interpolator nodes. #!rb None #!tests Editor, Known trouble materials with interpolator nodes, With/without material functions Change 3341759 on 2017/03/10 by Daniel.Lamb Fixed up NetworkCompatible version so that it works with UGS. #!rb Trivial #!test Cook ps4 paragon. Change 3341616 on 2017/03/10 by Josh.Markiewicz #!UE4 - added define for OGS feature #!rb none #!codereview sam.zamani #!tests compiles Change 3341612 on 2017/03/10 by Josh.Markiewicz #!UE4 - removed old define #!tests compiles Change 3340180 on 2017/03/09 by Daniel.Lamb Integrate fix for sync loading from main to Dev General. #!rb Ben.Zeigler Change 3339904 on 2017/03/09 by Chris.Bunner Fixed material translation error when custom interpolator node hooked to multiple function outputs. #!rb None #!tests Editor Change 3339280 on 2017/03/09 by Josh.Markiewicz #!UE4 - removed WebBrowser moduel dependency on OnlineSubsystem - added 2 functions to online engine interface #!codereview sam.zamani, ben.marsh Change 3338654 on 2017/03/08 by Daniel.Lamb Fixed up some issues with iterative ini settings. Added support for target platforms exposing which audio formats they use so they can match up supported formats with different machines. #!rb None #!test Cook paragon iteratively Change 3336989 on 2017/03/08 by Ben.Marsh Merging CL 3336693 from Dev-Core: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. #!rb none Change 3336135 on 2017/03/07 by Michael.Trepka Hide GameLayerManager's title bar on exiting PIE #!rb Dan.Hertzka #!tests Tested in the editor on Windows Change 3335324 on 2017/03/07 by Aaron.Eady Chat; Adding AddedItem, CompletedItem, and DiscardedItem to the chat message type enum so we can control the color for each. Set the colors in the Social asset. Creating client record settings for turning on/off the added item, completed item, and discarded item in chat. Put these in the gameplay settings menu. Added horizontal boxes to the gameplay settings menu because we are running out of space. Added a vertical scroll bar to the gameplay settings menu but it doesn't seem to show. Also fixed the horizontal scroll bar at the bottom to be horizontal instead of vertical. #!rb Matt.Schembari #!tests MCP, PIE #!lockdown Nicholas.Davies #!RN Change 3333541 on 2017/03/06 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3333512 #!RB:none #!Tests:none #!codeReview: cameron.winston Change 3332578 on 2017/03/04 by Andrew.Grant Temp Disabled wrong-looking warning #!tests #!rb na #!ROBOMERGE: Main Change 3332555 on 2017/03/04 by Andrew.Grant Proper fix for Tencent DLL issue #!tests #!rb na #!ROBOMERGE: Main Change 3332552 on 2017/03/04 by Andrew.Grant Fix for Tencent DLL issue while staging #!tests none #!rb none #!ROBOMERGE: Main Change 3332216 on 2017/03/03 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3332168 #!RB:none #!Tests:none Change 3332060 on 2017/03/03 by Daniel.Lamb Fixed issue with AsyncLoading code eventually flushing async loading while in async loading... This causes all kinds of cool stuff like objects on the stack corruption and also deleted memory accesses. #!rb Gil.Gribb. #!test Editor and -game Change 3331680 on 2017/03/03 by Jason.Bestimt #!ORION_MAIN - Merge MAIN @ CL 3331636 #!RB:none #!Tests:none #!codeReview: andrew.grant Change 3331412 on 2017/03/03 by James.Hopkin #!orion Rebuilt OpenSSL libs for PS4 to fix process termination due to SIGPIPE on closing websockets Source change committed in CL#!3331380 #!jira OR-36274 #!fyi Paul.Moore Change 3331375 on 2017/03/03 by Sam.Zamani fix dll path for tenproxy #!rb none #!tests none Change 3330953 on 2017/03/02 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3330924 [STOMPED ChestOpeningScreen.uasset] #!RB:none #!Tests:none #!codeReview: bryan.rathman, phil.buuck, matt.schembari, andrew.grant Change 3330646 on 2017/03/02 by Andrew.Grant Warning and non-unity fix #!tests compiled #!rb none Change 3330388 on 2017/03/02 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3329982 on 2017/03/02 by Sam.Zamani fixed updated module rules #!rb none #!tests regen projects Change 3329964 on 2017/03/02 by Sam.Zamani Copying //Tasks/Orion/Dev-Online-Tencent to Dev-General (//Orion/Dev-General) 3245325 Adding new OSS for Tencent online platform 3245448 tencent third party SDK TCLS proxy functionality #!rb none 3245474 missing include #!rb none 3249585 TCLS tenproxy.dll in thirdparty bin folder #!rb none 3249726 Load TenProxy.dll for TCLS integration New OSS Tencent #!rb none 3255571 tencent configs #!rb none 3255826 Tencent TCLS paragon launcher #!rb none 3256168 TCLS launch batch update cmd line options #!rb none 3256170 Added "TencentLive,TencentDev" MCP config entries #!rb none 3256504 xmpp config update #!rb none 3273168 skip login steps for tencent config update #!rb none 3279427 #!xmpp add option to use plain text auth 3279428 disable ssl and use plain text auth for XMPP connection temporary until we have a valid cert setup on Tigase deployment 3281566 enabled OSS tencent this will also be the toggle for detecting when to enable tencent functionality at runtime 3283103 differentiate between tencent dev/live environments disable QoS region selection for tencentdev 3283106 lower http verbosity 3283734 config updates 3285066 disable replays and mtx for tencent build 3291005 #!online,mcp service config bEnabled flag to toggle individual services as needed 3291006 explicitly mark unneeded Mcp services as disabled 3291108 allow replay tab to be disabled via UOrionRuntimeOptions.bEnableReplays=false 3291492 disable recording of replays for tencent mode 3292750 disable replay tab based on bEnableReplays=false 3292753 new orion runtime option bDisallowCoinPurchases if true, prevents coins from being available for purchase 3292755 diable mtx coin offers if bDisallowCoinPurchases=true 3292759 missing header 3293246 disable query for available friend codes if bEnableFriendCodes=false 3293250 temp usage of NULL analytics provider 3298025 Adding optional RegionTencent plugin for overriding config files 3298027 ability to override config cache values via plugin config files 3311016 default to TencentDev backend when running in tencent mode 3311017 CMS tencent config 3311022 Rename RegionTencent to RegionCN 3312470 disable links for tencent build 3313014 move tenproxy.dll to \OrionGame\Binaries\ThirdParty\Tencent 3314861 tenproxy 2.0.2.7 update 3314878 default RegionCN plugin to disabled this will only be enabled once the RegionCN.pak is loaded 3314879 TCLS launcher pointing at UE4Editor.exe for development 3315257 missing file 3323573 remove TCLS launcher 3326006 Tencent TLOG SDK 3326277 wrapper singleton class for tenproxy connection 3329180 Tencent support for login flow 3329181 WIP tenproxy connection usage in identity 3329624 wip tcls proxy #!rb none #!tests none Change 3329651 on 2017/03/02 by Andrew.Grant Merging from //UE4/Main @ 3322856 through Orion-Staging #!tests QA #!rb na Change 3329411 on 2017/03/02 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Duplicating CL 3303733 from Dev-Editor (simple fix for a massive issue) - This will prevent any TAssetPtr property from getting stomped by undo/redo (you know those ridiculous store and card art issues? Fixed!) #!lockdown Jason.Bestimt #!rb none #!tests Undo on an item definition asset #!ROBOMERGE-SOURCE: CL 3329404 in //Orion/Release-38.3/... via CL 3329405 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3328858 on 2017/03/01 by Lina.Halper Fixed crash on importing animation that was edited before #!rb: none #!tests: reimport Change 3328459 on 2017/03/01 by Daniel.Lamb When adding new ddc back ends to the hierarchcial ddc make sure to update the async backends lists. #!codereview Gil.Gribb #!test None #!rb Trivial Change 3328182 on 2017/03/01 by Daniel.Lamb Unshelved from pending changelist '3318009': Adding support for shared cooked builds to be downloaded from the network. Included CookedAssetRegistry in the p:\ published builds. #!rb Ben.Marsh Change 3327856 on 2017/03/01 by Frank.Gigliotti Added velocity overrides to FRK4SpringInterpolator; #!RB None #!codeReview Laurent.Delayen #!Tests PIE Change 3327096 on 2017/03/01 by David.Ratti Added generic reference viewer details customization for gameplay tags. Added it to GameplayStatsMetaData. #!rb none #!tests editor Change 3326177 on 2017/02/28 by Daniel.Lamb Added some more debugging information to help track down live issue. #!rb Chris.Bunner #!test Ran editor. Change 3324951 on 2017/02/28 by David.Ratti UDataTable: added AddRow/RemoveRow native functions. #!rb JB #!tests na Change 3323852 on 2017/02/27 by David.Ratti Fix ::RequestAllGameplayTags OnlyIncludeDictionaryTags option #!codereview Ben.Zeigler #!rb #!tests na Change 3323706 on 2017/02/27 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3323694 #!RB:none #!Tests:none Change 3321945 on 2017/02/24 by Jon.Lietz OR-36258 - fixing an issue where gameplay effects that are set to not refresh the period should not allow the execution of a period effect on application. #!RB David.Ratti #!tests golden path #!codeReview: Billy.Bramer, Fred.Kimberley #!RNX Change 3321876 on 2017/02/24 by Daniel.Lamb Fixed erroronEngineContentUse flag not being set properly. #!rb Trivial #!test Cook Paragon. Change 3321591 on 2017/02/24 by Jason.Bestimt #!ORION_DG - MAIN @ CL 3321563 #!RB:none #!Tests:none Change 3321260 on 2017/02/24 by Andrew.Grant Fixed issue that was causing missing string references to not show their referencer #!rb none Change 3321040 on 2017/02/24 by Robert.Manuszewski Merging changes 3316253 and 3319134 from Dev-Core: fixes to file log hangs and crashes. #!rb none #!tests Cooked Win64 server and client, played cooked Win64 build Change 3319413 on 2017/02/23 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3319394 #!RB:none #!Tests:none Change 3317905 on 2017/02/22 by Daniel.Lamb Integrate CL 3238291 from Odin Add Plugin content to the asset registry Change the location of AssetRegistry.bin when cooking a plugin as DLC Include AssetRegistry.bin in the cooked plugin staging process Add function to PluginManager to keep list of any plugins that loaded a pak file Use list of plugins with pak files to merge their AssetRegistry.bin files into the main AssetRegistry when it's created #!rb Ben.Marsh #!codereview Chance.Ivey, Daniel.Lamb Change 3317648 on 2017/02/22 by Cody.Haskell Instead of popping an external web browser, we use the SWebBrowser widget on GFN. #!rb DanH #!codereview Andrew.Grant, Dan.Hertzka, Matt.Schembari #!tests PIE Change 3317289 on 2017/02/22 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3317254 #!RB:none #!Tests:none Change 3317186 on 2017/02/22 by Mieszko.Zielinski Fixed items that have been force-scored by an EQS test as 'failed' getting discarted even if the test is being run in scoring-only mode #!UE4 #!test golden path #!rb Lukasz.Furman #!codereview Daniel.Broder, John.Abercrombie Change 3317005 on 2017/02/22 by Daniel.Lamb Submitted wrong version of my file. #!rb Trivial #!test Compile Change 3316958 on 2017/02/22 by Daniel.Lamb Added support in buildcookrun for shared cooked builds. #!rb Trivial #!test BuildCookRun iterative script Change 3316942 on 2017/02/22 by Daniel.Lamb DLC cooking optimization. Optimization to determining package dependency tree, now is async. Fixes for iterate shared cooked build. Added fallback when using shared cooked build to local build if local build is newer. Added DLC cooking warning if you are overriding output directories. Removed previous release packages names from DLC asset registry. Only generate manifest for additional assets instead of all assets. Minor optimization to worst case resolving of string asset references. Only resolve those that haven't been resolved before (only happens when GC thrashing happens). #!rb Andrew.Grant #!test Cook paragon [CL 3365166 by Andrew Grant in Main branch]
2017-03-26 15:18:02 -04:00
virtual void GetAllWaveFormats(TArray<FName>& OutFormats) const override
{
OutFormats.Add(Audio::NAME_BINKA);
OutFormats.Add(Audio::NAME_ADPCM);
OutFormats.Add(Audio::NAME_PCM);
OutFormats.Add(Audio::NAME_OGG);
OutFormats.Add(Audio::NAME_OPUS);
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3358916) #lockdown Nick.Penwarden Change 3358916 on 2017/03/22 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3357395 on 2017/03/21 by Daniel.Lamb Added some more custom stats to the cooker. Only cook the english cook culture when we are running local builds. #!rb Trivial #!test Iterative shared cooked builds paragon Change 3357377 on 2017/03/21 by Daniel.Lamb Added support for packages which fail to load to the package dependency info module #!rb Trivial #!test Cook paragon Change 3356838 on 2017/03/21 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!3rb #!tests na Change 3355306 on 2017/03/20 by Daniel.Lamb Switched PackageDependencyInfo to using Guid instead of entire package hash when generating dependency info. Stopped cooker from collecting garbage while in the editor. Iterative cooks don't resolve string asset references for startup packages. #!rb Trivial #!test Shared precooked build paragon Change 3354527 on 2017/03/20 by Wes.Hunt AnalyticsProvider::SetUserID will now flush any pending events before changing the ID. #!jira AN-1660 #!fyi josh.markiewicz,david.nikdel #!rb josh.markiewicz #!tests ran client connected to Solo vs. AI server Change 3353852 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #!jira OR-36843, UE-42975 #!rb Martin.Wilson #!tests Editor PIE, -game hero gallery Change 3353048 on 2017/03/18 by Jeff.Williams #!ORION_DG - Merge MAIN @CL 3353033 Change 3352845 on 2017/03/17 by Daniel.Lamb Renamed the ConvertRenderTargetToTexture2D function so that it's obvious it's a editor only feature. #!rb Daniel.Wright #!test Editor paragon Change 3352544 on 2017/03/17 by Daniel.Lamb ADded support for ignoring ini settings incompatbilities when using shared cooked builds. #!rb Trivial #!test Shared cooked build paragon Change 3352285 on 2017/03/17 by Daniel.Lamb Fix client side compilation error to do with render texture conversion function #!rb Trivial #!test Compile Paragon Change 3352141 on 2017/03/17 by Daniel.Lamb Added support for blueprint function to convert a rendertexture to a texture. #!rb Daniel.Wright #!test Run in the editor Change 3351612 on 2017/03/17 by Andrew.Grant Expand EngineDir and ProjectDir variables during AppLocal deployment #!tests Jamie verified packaging Orion via the editor works now #!rb Jamie.Dale Change 3350470 on 2017/03/16 by Laurent.Delayen Fix for PS4 compile. #!rb none #!tests PS4 + non unity Change 3350237 on 2017/03/16 by Andrew.Grant Pak-mounting fix from Dev-Core for OR-36896 #!tests na #!rb GIl.Gribb Change 3350079 on 2017/03/16 by Laurent.Delayen Added 'AnimNotify_PlayMontageNotify' and 'AnimNotify_PlayMontageNotifyWindow' to forward notifies Begin/End to 'PlayMontage' AsyncTask. #!rb lina.halper #!tests Yin's BP Change 3349694 on 2017/03/16 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Exposing copy/paste actions for properties embedded within IDetailGroup header rows #!rb Matt.Kuhlenschmidt #!tests Copy/paste on skin variant primary override rows #!ROBOMERGE-SOURCE: CL 3349513 in //Orion/Dev-REGS/... via CL 3349675 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3349560 on 2017/03/16 by David.Ratti Update GameplayTagReferenceHelper to pass in raw data for owner struct (Rather than having caller pass raw 'this' to delegate). Fixes crashes with resizing lists while making calling code less crappy (avoid having to implement copy cstor and operator to fixup delegate). Added GameplayTagReferenceHelper to gameplay cue classes. #!rb none #!tests editor Change 3349305 on 2017/03/16 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests compiled #!rb na Change 3349189 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #!rb Martin.Wilson #!jira OR-36680 #!tests PS4 cooked OrionEntry with Shinbi Change 3348659 on 2017/03/15 by Daniel.Lamb Fix compilation errors. #!rb None Change 3348646 on 2017/03/15 by Andrew.Grant Unshelved from pending changelist '3347778': <description: restricted, no permission to view> Change 3348636 on 2017/03/15 by Daniel.Lamb Fixed issue with rebuildlighting commandlet not checking out separate lighting files. #!rb None #!test ResavePackages commandlet Change 3348559 on 2017/03/15 by Daniel.Lamb Fixed up some iterative ini settings blacklist configs. #!rb Trivial #!test Iterative Cook paragon Change 3348379 on 2017/03/15 by Laurent.Delayen Added simple Async Node 'Play Montage' to use outside of gameplay abilities. #!rb none #!tests none Change 3348035 on 2017/03/15 by Ben.Salem Switch automationcheckpoint to being a .log file. Unblocks running on packaged builds in paragon. #!rb none #!tests ran oh so very many tests with the changes. Change 3345982 on 2017/03/14 by Zak.Middleton #!orion - OR-36422: Clamp client net send rate for character movement to 60Hz (down from 90). Integrates CL 3345771 from Dev-Framework which adds engine support for specifying the rate parameters, and sets them in Orion DefaultGame.ini to 1/60 second. #!jira OR-36422 #!tests multi-PIE dedicated server, various framerates, net lag, etc. #!rb Laurent.Delayen #!codereview Laurent.Delayen Change 3345134 on 2017/03/14 by Jordan.Walker mono work Change 3344857 on 2017/03/14 by Martin.Wilson Missing includes for transactor header #!rb none Change 3341860 on 2017/03/10 by Chris.Bunner Partial revert of CL 3339904. Fixed material translation error with multiple connections from custom interpolator nodes. #!rb None #!tests Editor, Known trouble materials with interpolator nodes, With/without material functions Change 3341759 on 2017/03/10 by Daniel.Lamb Fixed up NetworkCompatible version so that it works with UGS. #!rb Trivial #!test Cook ps4 paragon. Change 3341616 on 2017/03/10 by Josh.Markiewicz #!UE4 - added define for OGS feature #!rb none #!codereview sam.zamani #!tests compiles Change 3341612 on 2017/03/10 by Josh.Markiewicz #!UE4 - removed old define #!tests compiles Change 3340180 on 2017/03/09 by Daniel.Lamb Integrate fix for sync loading from main to Dev General. #!rb Ben.Zeigler Change 3339904 on 2017/03/09 by Chris.Bunner Fixed material translation error when custom interpolator node hooked to multiple function outputs. #!rb None #!tests Editor Change 3339280 on 2017/03/09 by Josh.Markiewicz #!UE4 - removed WebBrowser moduel dependency on OnlineSubsystem - added 2 functions to online engine interface #!codereview sam.zamani, ben.marsh Change 3338654 on 2017/03/08 by Daniel.Lamb Fixed up some issues with iterative ini settings. Added support for target platforms exposing which audio formats they use so they can match up supported formats with different machines. #!rb None #!test Cook paragon iteratively Change 3336989 on 2017/03/08 by Ben.Marsh Merging CL 3336693 from Dev-Core: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. #!rb none Change 3336135 on 2017/03/07 by Michael.Trepka Hide GameLayerManager's title bar on exiting PIE #!rb Dan.Hertzka #!tests Tested in the editor on Windows Change 3335324 on 2017/03/07 by Aaron.Eady Chat; Adding AddedItem, CompletedItem, and DiscardedItem to the chat message type enum so we can control the color for each. Set the colors in the Social asset. Creating client record settings for turning on/off the added item, completed item, and discarded item in chat. Put these in the gameplay settings menu. Added horizontal boxes to the gameplay settings menu because we are running out of space. Added a vertical scroll bar to the gameplay settings menu but it doesn't seem to show. Also fixed the horizontal scroll bar at the bottom to be horizontal instead of vertical. #!rb Matt.Schembari #!tests MCP, PIE #!lockdown Nicholas.Davies #!RN Change 3333541 on 2017/03/06 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3333512 #!RB:none #!Tests:none #!codeReview: cameron.winston Change 3332578 on 2017/03/04 by Andrew.Grant Temp Disabled wrong-looking warning #!tests #!rb na #!ROBOMERGE: Main Change 3332555 on 2017/03/04 by Andrew.Grant Proper fix for Tencent DLL issue #!tests #!rb na #!ROBOMERGE: Main Change 3332552 on 2017/03/04 by Andrew.Grant Fix for Tencent DLL issue while staging #!tests none #!rb none #!ROBOMERGE: Main Change 3332216 on 2017/03/03 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3332168 #!RB:none #!Tests:none Change 3332060 on 2017/03/03 by Daniel.Lamb Fixed issue with AsyncLoading code eventually flushing async loading while in async loading... This causes all kinds of cool stuff like objects on the stack corruption and also deleted memory accesses. #!rb Gil.Gribb. #!test Editor and -game Change 3331680 on 2017/03/03 by Jason.Bestimt #!ORION_MAIN - Merge MAIN @ CL 3331636 #!RB:none #!Tests:none #!codeReview: andrew.grant Change 3331412 on 2017/03/03 by James.Hopkin #!orion Rebuilt OpenSSL libs for PS4 to fix process termination due to SIGPIPE on closing websockets Source change committed in CL#!3331380 #!jira OR-36274 #!fyi Paul.Moore Change 3331375 on 2017/03/03 by Sam.Zamani fix dll path for tenproxy #!rb none #!tests none Change 3330953 on 2017/03/02 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3330924 [STOMPED ChestOpeningScreen.uasset] #!RB:none #!Tests:none #!codeReview: bryan.rathman, phil.buuck, matt.schembari, andrew.grant Change 3330646 on 2017/03/02 by Andrew.Grant Warning and non-unity fix #!tests compiled #!rb none Change 3330388 on 2017/03/02 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3329982 on 2017/03/02 by Sam.Zamani fixed updated module rules #!rb none #!tests regen projects Change 3329964 on 2017/03/02 by Sam.Zamani Copying //Tasks/Orion/Dev-Online-Tencent to Dev-General (//Orion/Dev-General) 3245325 Adding new OSS for Tencent online platform 3245448 tencent third party SDK TCLS proxy functionality #!rb none 3245474 missing include #!rb none 3249585 TCLS tenproxy.dll in thirdparty bin folder #!rb none 3249726 Load TenProxy.dll for TCLS integration New OSS Tencent #!rb none 3255571 tencent configs #!rb none 3255826 Tencent TCLS paragon launcher #!rb none 3256168 TCLS launch batch update cmd line options #!rb none 3256170 Added "TencentLive,TencentDev" MCP config entries #!rb none 3256504 xmpp config update #!rb none 3273168 skip login steps for tencent config update #!rb none 3279427 #!xmpp add option to use plain text auth 3279428 disable ssl and use plain text auth for XMPP connection temporary until we have a valid cert setup on Tigase deployment 3281566 enabled OSS tencent this will also be the toggle for detecting when to enable tencent functionality at runtime 3283103 differentiate between tencent dev/live environments disable QoS region selection for tencentdev 3283106 lower http verbosity 3283734 config updates 3285066 disable replays and mtx for tencent build 3291005 #!online,mcp service config bEnabled flag to toggle individual services as needed 3291006 explicitly mark unneeded Mcp services as disabled 3291108 allow replay tab to be disabled via UOrionRuntimeOptions.bEnableReplays=false 3291492 disable recording of replays for tencent mode 3292750 disable replay tab based on bEnableReplays=false 3292753 new orion runtime option bDisallowCoinPurchases if true, prevents coins from being available for purchase 3292755 diable mtx coin offers if bDisallowCoinPurchases=true 3292759 missing header 3293246 disable query for available friend codes if bEnableFriendCodes=false 3293250 temp usage of NULL analytics provider 3298025 Adding optional RegionTencent plugin for overriding config files 3298027 ability to override config cache values via plugin config files 3311016 default to TencentDev backend when running in tencent mode 3311017 CMS tencent config 3311022 Rename RegionTencent to RegionCN 3312470 disable links for tencent build 3313014 move tenproxy.dll to \OrionGame\Binaries\ThirdParty\Tencent 3314861 tenproxy 2.0.2.7 update 3314878 default RegionCN plugin to disabled this will only be enabled once the RegionCN.pak is loaded 3314879 TCLS launcher pointing at UE4Editor.exe for development 3315257 missing file 3323573 remove TCLS launcher 3326006 Tencent TLOG SDK 3326277 wrapper singleton class for tenproxy connection 3329180 Tencent support for login flow 3329181 WIP tenproxy connection usage in identity 3329624 wip tcls proxy #!rb none #!tests none Change 3329651 on 2017/03/02 by Andrew.Grant Merging from //UE4/Main @ 3322856 through Orion-Staging #!tests QA #!rb na Change 3329411 on 2017/03/02 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Duplicating CL 3303733 from Dev-Editor (simple fix for a massive issue) - This will prevent any TAssetPtr property from getting stomped by undo/redo (you know those ridiculous store and card art issues? Fixed!) #!lockdown Jason.Bestimt #!rb none #!tests Undo on an item definition asset #!ROBOMERGE-SOURCE: CL 3329404 in //Orion/Release-38.3/... via CL 3329405 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3328858 on 2017/03/01 by Lina.Halper Fixed crash on importing animation that was edited before #!rb: none #!tests: reimport Change 3328459 on 2017/03/01 by Daniel.Lamb When adding new ddc back ends to the hierarchcial ddc make sure to update the async backends lists. #!codereview Gil.Gribb #!test None #!rb Trivial Change 3328182 on 2017/03/01 by Daniel.Lamb Unshelved from pending changelist '3318009': Adding support for shared cooked builds to be downloaded from the network. Included CookedAssetRegistry in the p:\ published builds. #!rb Ben.Marsh Change 3327856 on 2017/03/01 by Frank.Gigliotti Added velocity overrides to FRK4SpringInterpolator; #!RB None #!codeReview Laurent.Delayen #!Tests PIE Change 3327096 on 2017/03/01 by David.Ratti Added generic reference viewer details customization for gameplay tags. Added it to GameplayStatsMetaData. #!rb none #!tests editor Change 3326177 on 2017/02/28 by Daniel.Lamb Added some more debugging information to help track down live issue. #!rb Chris.Bunner #!test Ran editor. Change 3324951 on 2017/02/28 by David.Ratti UDataTable: added AddRow/RemoveRow native functions. #!rb JB #!tests na Change 3323852 on 2017/02/27 by David.Ratti Fix ::RequestAllGameplayTags OnlyIncludeDictionaryTags option #!codereview Ben.Zeigler #!rb #!tests na Change 3323706 on 2017/02/27 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3323694 #!RB:none #!Tests:none Change 3321945 on 2017/02/24 by Jon.Lietz OR-36258 - fixing an issue where gameplay effects that are set to not refresh the period should not allow the execution of a period effect on application. #!RB David.Ratti #!tests golden path #!codeReview: Billy.Bramer, Fred.Kimberley #!RNX Change 3321876 on 2017/02/24 by Daniel.Lamb Fixed erroronEngineContentUse flag not being set properly. #!rb Trivial #!test Cook Paragon. Change 3321591 on 2017/02/24 by Jason.Bestimt #!ORION_DG - MAIN @ CL 3321563 #!RB:none #!Tests:none Change 3321260 on 2017/02/24 by Andrew.Grant Fixed issue that was causing missing string references to not show their referencer #!rb none Change 3321040 on 2017/02/24 by Robert.Manuszewski Merging changes 3316253 and 3319134 from Dev-Core: fixes to file log hangs and crashes. #!rb none #!tests Cooked Win64 server and client, played cooked Win64 build Change 3319413 on 2017/02/23 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3319394 #!RB:none #!Tests:none Change 3317905 on 2017/02/22 by Daniel.Lamb Integrate CL 3238291 from Odin Add Plugin content to the asset registry Change the location of AssetRegistry.bin when cooking a plugin as DLC Include AssetRegistry.bin in the cooked plugin staging process Add function to PluginManager to keep list of any plugins that loaded a pak file Use list of plugins with pak files to merge their AssetRegistry.bin files into the main AssetRegistry when it's created #!rb Ben.Marsh #!codereview Chance.Ivey, Daniel.Lamb Change 3317648 on 2017/02/22 by Cody.Haskell Instead of popping an external web browser, we use the SWebBrowser widget on GFN. #!rb DanH #!codereview Andrew.Grant, Dan.Hertzka, Matt.Schembari #!tests PIE Change 3317289 on 2017/02/22 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3317254 #!RB:none #!Tests:none Change 3317186 on 2017/02/22 by Mieszko.Zielinski Fixed items that have been force-scored by an EQS test as 'failed' getting discarted even if the test is being run in scoring-only mode #!UE4 #!test golden path #!rb Lukasz.Furman #!codereview Daniel.Broder, John.Abercrombie Change 3317005 on 2017/02/22 by Daniel.Lamb Submitted wrong version of my file. #!rb Trivial #!test Compile Change 3316958 on 2017/02/22 by Daniel.Lamb Added support in buildcookrun for shared cooked builds. #!rb Trivial #!test BuildCookRun iterative script Change 3316942 on 2017/02/22 by Daniel.Lamb DLC cooking optimization. Optimization to determining package dependency tree, now is async. Fixes for iterate shared cooked build. Added fallback when using shared cooked build to local build if local build is newer. Added DLC cooking warning if you are overriding output directories. Removed previous release packages names from DLC asset registry. Only generate manifest for additional assets instead of all assets. Minor optimization to worst case resolving of string asset references. Only resolve those that haven't been resolved before (only happens when GC thrashing happens). #!rb Andrew.Grant #!test Cook paragon [CL 3365166 by Andrew Grant in Main branch]
2017-03-26 15:18:02 -04:00
}
virtual void GetWaveFormatModuleHints(TArray<FName>& OutModuleNames) const override
{
OutModuleNames.Add(TEXT("AudioFormatOPUS"));
OutModuleNames.Add(TEXT("AudioFormatOGG"));
OutModuleNames.Add(TEXT("AudioFormatADPCM"));
}
#endif //WITH_ENGINE
virtual bool SupportsVariants() const override
{
return true;
}
virtual float GetVariantPriority() const override
{
return TProperties::GetVariantPriority();
}
virtual bool UsesDistanceFields() const override
{
bool bEnableDistanceFields = false;
GConfig->GetBool(TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("bEnableDistanceFields"), bEnableDistanceFields, GEngineIni);
return bEnableDistanceFields && TSuper::UsesDistanceFields();
}
virtual bool UsesRayTracing() const override
{
bool bEnableRayTracing = false;
GConfig->GetBool(TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("bEnableRayTracing"), bEnableRayTracing, GEngineIni);
return bEnableRayTracing && TSuper::UsesRayTracing();
}
//~ End ITargetPlatform Interface
private:
// Holds the local device.
ITargetDevicePtr LocalDevice;
TArray<ITargetDevicePtr> SteamDevices;
#if WITH_ENGINE
// Holds the texture LOD settings.
const UTextureLODSettings* TextureLODSettings;
// Holds static mesh LOD settings.
FStaticMeshLODSettings StaticMeshLODSettings;
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3944462) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3944462 by Jack.Porter Prevent TVOS packaging from PC from attempting to build an asset catalog #jira UE-56114 Change 3943602 by Leslie.Nivison Adding licenses for additional TPS #jira none Change 3943597 by Leslie.Nivison Adding Enterprise licenses; licenses for additional TPS. #jira none Change 3941962 by Leslie.Nivison Updating 4.19 credit list #jira none Change 3941865 by Mark.Satterthwaite Fix the incorrect landscape rendering and the incorrect render-to-texture from blueprint bugs with MetalRHI. - Track outstanding AsyncCopyBufferFromBufferToBuffer operations to identify attempts to modify overlapping ranges within the same prologue command-buffer. This doesn't work and requires that we break the current render-pass and issue on the current command-buffer. A log warning will be emitted when this occurs. - Don't attempt to alias private memory buffers the moment they are released from the RHI resource because that can lead to incorrect sharing of the memory when used by AsyncCopyBufferFromBufferToBuffer. #jira UE-56021 Change 3940993 by Marc.Audy Do not return the last column if the specified column does not exist. Allow display names to be used when looking for a property if the table is backed by a user defined struct. Do not crash if a property with the given name is not found. #jira UE-56017 Change 3939179 by Ben.Marsh Revert change to not poison memory in development configuration. Making a tradeoff that editor stability and consistency is more important than performance. #jira Change 3938566 by Aaron.McLeran #jira UE-55940 Fix for wavetable synth Missed a case. Change 3938533 by Dan.Oconnor Fix uninitialized variable exposed by recent MallocTBB change #jira UE-56013 Change 3938508 by Aaron.McLeran Fixing CIS error, init order issues. #jira UE-55940 Change 3938490 by Aaron.McLeran #jira UE-55940 Fix for wavetable synth Change 3938352 by josh.jensen Show an error message for Windows iOS builds when packaging/launching and icons are present but no remote Mac is specified #jira UE-55987 Change 3938345 by Peter.Sauerbrei fix to Icons not being built on Mac #jira UE-53492 Change 3938305 by Mark.Satterthwaite For whatever reason moving the buffer initialisation into the prologue command buffer doesn't work - this make absolutely no sense to me. I suspect that this is *merely* moving a render pass boundary around somewhere and forcing raster-state to be reapplied. #jira UE-56005 Change 3937968 by Ben.Marsh Disable the boot DDC if we're not in the editor. Fixes access violations when multiple SCW instances attempt to read/write to the same file. #jira UE-56003 Change 3937573 by Mitchell.Wilson Saving asset to resolve empty asset warning. #jira UE-56004 Change 3937561 by Max.Preussner ImgMedia: Added support for single-threaded platforms Copied from Dev-Sequencer CL# 3937516 #jira UE-55986 Change 3937305 by Mike.Beach Resaving google VR model content with UGS build to fix the empty file version error. #jira UE-55984 Change 3935595 by Arne.Schober Fix missing UV precission on BSP surfaces #jira UE-54014 Change 3935411 by josh.jensen Fixed Windows iOS remote Mac build issue where the user icons were considered remote Mac compilation targets coming solely from the Engine directory #jira UE-55899 Change 3934982 by Marc.Audy Fix shadow variable issue #jira UE-55957 Change 3934892 by Mark.Satterthwaite In MetalRHI treat BUF_Volatile buffers as Shared or Managed memory in all circumstances so that multiple updates within a render pass are respected even though this will hurt CPU performance. This fixes GPU particles on macOS. Also push initialisation upload into the async. command buffer to avoid it overwriting a later Lock/Unlock! Only read-back and copy-buffer operations should be on the 'current' command buffer as they need to be inline with all outstanding commands. #jira UE-55956 Change 3934421 by Arciel.Rekman Fix lockup/OOM when setting audio sources to 2 (UE-53968). #jira UE-53968 Change 3934156 by Peter.Sauerbrei fix for backgrounding problems on iOS and tvOS this will re-open UE-50979 as the fix for that was not correct and would have caused crashes when backgrounding during startup #jira UE4-55609 Change 3933547 by Aaron.McLeran #jira UE-55940 Fix for wavetable sample duration and seek Change 3933544 by Aaron.McLeran #jira UE-55939 Hiding channel format Submix channel format is an experimental feature and shouldn't be exposed to the submix editor for 4.19. Change 3933540 by Aaron.McLeran #jira UE-55718 Fix for playback progress. Change 3933280 by Ethan.Geller [Release-4.19] #jira UE-55810 Ensure AudioComponent is created before we start using it. #rb Aaron.McLeran Change 3933079 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3932319 by Ben.Zeigler #jira UE-55885 Fix corruption of packages when starting and then cancelling an async load of a package that already exists, or attempting to async load a script package It now keeps track of which packages were created by the async load system and will only throw those away on cancel Copy of CL #3932312 Change 3932287 by Matt.Kuhlenschmidt Updated substance texture #jira UE-55081 Change 3931729 by josh.jensen Ensure the tvOS and iOS Assets.car is always produced as part of a regular remote/local build #jira UE-55899 Change 3929723 by josh.jensen Removed packaging requirement on Windows of a remote Mac after setting an app icon to default #jira UE-53495 Change 3929722 by josh.jensen Fixed iOS asset catalog generation issues when swapping out/resetting to default app icons for both code- and BP-projects #jira UE-53492, UE-51879 #robomerge Change 3929350 by Mike.Erwin "Save As" support for #jira UE-55732 Change 3927829 by Steve.Robb Out-of-memory handler for MallocStomp. #jira UE-55550 Change 3926404 by Mike.Erwin #jira UE-55732 Change 3926394 by Dan.Oconnor Recompile bytecode dependencies when compiling an individual blueprint interface, this prevents crashes due to stale bytecode #jira UE-55813 Change 3926098 by Guillaume.Abadie Do not allow dynamic resolution to be enabled on unsupported platforms avoiding game breaker experience by security. #jira UE-55697 Change 3925927 by Guillaume.Abadie Enables TAA's AA_BORDER on all permutation for dynamic resolution. #jira UE-55353 Change 3925882 by Matt.Kuhlenschmidt Fix substance uri having one extra / Fix substance menu option showing up for github (incompatible with plugin) #jira UE-55766 Change 3925873 by Ben.Zeigler #jira UE-55783 Fix issue introduced in 4.18 where user structs did not handle converting AssetPtrs to SoftObjectPtrs properly Copy of CL #3925871 Change 3925163 by Guillaume.Abadie Fixes DFAO's temporal AA passes that was handling FViewInfo::ViewRect.Min wrongly. #jira UE-55788 Change 3924839 by Guillaume.Abadie Fixes a crash of LDR android preview with OS DPI scale != 0. #jira UE-43622 Change 3924542 by Cosmin.Sulea Merged fixes: UE-55299 - XGE Shader Compile Interferes with Remote Shader Compiling Causing Materials to Fail to Compile #7 UE-51086 - No clear editor activity during remote shader compiling #jira UE-55299 Change 3922398 by Mark.Satterthwaite Compile fix for 3922273. #jira UE-53993 Change 3922273 by Mark.Satterthwaite Fix validation error caused by the game updating its orientation before the drawable system catches up. We need to drop drawables that are incorrectly sized until we get one with the correct size. #jira UE-53993 Change 3921127 by Ethan.Geller [Release-4.19] #jira UE-55744: Add OnTick virtual to IAudioPluginListener, fix thread safety issue in Resonance Audio. #rb aaron.mcleran Change 3920632 by Lina.Halper Fix render thread crash when morphtarget is deleted or added #jira: UE-55521 Change 3920557 by Lauren.Ridge Fixing material editor resetting background to off #jira UE-55267 Change 3920519 by Phillip.Kavan Fix a regression in which elements would not be initialized when constructing the value assignment for UDS-typed container members in nativized Blueprint C++ code. Change summary: - Modified FEmitDefaultValueHelper::InnerGenerate() to remove UDS from the list of special cases that avoid calling InitializeStruct() as part of new element construction. Previously the conversion code assumed the compiler would perform value initialization of a nameless temporary, but that is no longer valid in 4.19, as UDS types have been changed to function more like native structs, and as such all converted UDS types will now emit an explicit default ctor which is now used to assign defaults that differ from the zero-initialized value. #jira UE-55628 Change 3920476 by Michael.Trepka Clean up Mac menu item cache at exit before SlateApplication is fully destroyed. #jira UE-55599 Change 3920336 by Ben.Marsh Ignore license warnings from PVS-Studio. #jira UE-55729 Change 3920134 by Jurre.deBaare Moving over: "HLOD: Building HLOD for P map with sublevels requires HLODSetupAsset when it should not #fix Ensure that we dynamically add HLOD level treeview items whenever they are required, rather than adding a static number of levels according to the worldsettings" #jira UE-55619 Change 3920126 by Max.Preussner MediaCompositing: Implemented media track for Sequencer Copied from Dev-Sequencer #jira UE-53974 Change 3920004 by Jack.Porter Disable Manual Vertex Fetch SRV creation when MVF is disabled. Made a single RHISupportsManualVertexFetch(EShaderPlatform) to control whether to use MVF. The Shader Platform (or alternatively, feature level) is the only thing that can decide whether or not to use MVF because we need to know when we compile the shaders if we're going to do MVF or not. Checking GSupportsResourceView at runtime is useless because the shaders can't change and so if GSupportsResourceView can ever be false for a platform, the shaders need to have been built without it. Creating SRVs without using them on mobile is not harmless because several devices don't support formats that are needed. #jira UE-54764 #jira UE-55622 Change 3919069 by Aaron.McLeran #jira UE-55718 Fix for playback progress. Change 3918942 by Graeme.Thornton Added "ProjectBuildMutatorFeature" modular feature, allowing plugins to register said feature and dictate whether the current project requires a code build. CryptoKeys plugin uses this feature to force a code build when encryption or signing is enabled. #jira UE-55686 Change 3918721 by Zak.Parrish Lighter version map for Gremlin + new Engine.ini - result is 60Hz #jira none Change 3918236 by Joe.Graf Added a bFlipTrackedRotation to give a better result when mirroring the rotation of a tracked face #jira: UE-55531 Change 3917970 by Martin.Wilson Expose curve data in remap assets to blueprints #jira UE-55585 Change 3917740 by Olaf.Piesche Properly checking for presence of buffer SRV capability via GSupportsResourceView so ES3.1 and Metal devices don't crash using GPU particles (and possibly in other circumstances); #jira UE-55591 Change 3917713 by Cody.Albert Build fixes for Match3 on iOS #jira UE-53742 Change 3917472 by zak.parrish added mouthPressLeft and MouthPressRight back into debug screen #jira none Change 3917244 by Michael.Dupuis #jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsections and material containing grass spawning node Change 3916775 by Ben.Marsh Add missing files for packaging IOS on Windows. #jira UE-53873 Change 3916293 by Joe.Graf Removed the redundant GetTransform() from UARFaceGeometry since GetLocalToWorldTransform() is exposed on a base class #jira: UE-55531 Change 3916011 by Joe.Graf Added an accessor to get the transform of the face mesh or a face mesh component #jira: UE-55531 Change 3915967 by Mark.Satterthwaite Place buffer updates into the prologue command-buffer in MetalRHI to avoid breaking the current command-encoder. This improves performance, though the semantics of Metal now differ subtly to other RHI implementations as the buffer updates happen prior to the SetRenderTargets call in the GPU's view of the world. #jira UE-54858 Change 3915751 by Nick.Atamas Merging CL 3913931 from //UE/Partner-Google-VR/... to //UE4/Release-4.19/... #jira UE-55639 Change 3915421 by Martin.Wilson Fix crash from live link message bus heartbeat manager #jira UE-55644 Change 3915326 by Dan.Oconnor Make compilation manager's skeleton class layout better match the old compilation path's skeleton class layout, fixes a crash when renaming blueprint functions #jira UE-55592 Change 3915250 by JeanLuc.Corenthin Can't add C++ code to Enterprise projects (when enterprise is installed) Root cause: When compiling a C++ project, Datasmith modules are included in the build process (with the wrong path) Fix: - Added two more Enterprise directories, Plugins and Intermediate, to the Enterprise directories to check against - Build the correct path for the Datasmith modules and plugins in FindOrCreateModuleByName. Added check to see if module is under one of the Enterprise directories. - Added modules to list of precompiled modeules in UEBuildTargets.AddPrecompiledModules if Engine and Enterprise are 'installed and the module is under Enterprise. #jira UEENT-1032 Change 3915240 by Ben.Marsh Reduce editor startup times by ~15s on Windows. Platform loading code recursively scans every module for dependent DLL modules to load first. Change to make it early-out as soon as it encounters a module which is already in memory (via a call to GetModuleHandle() from ResolveMissingLibraryImportsRecursive). Also use a TSet<> to store set of visited modules rather than an Array. Now spends <0.1s total in this function on editor startup. (Change looks larger than it is due to moving functions out of WindowsPlatformProcess.h to avoid introducing TSet dependency into this header). #jira UE-55642 Change 3914803 by Gil.Gribb UE4 - Removed memory track from the lock free list links. This is not safe and will sometimes assert in debug. #jira UE-49600 Change 3914616 by zak.parrish Adding Calibrate button #jira none Change 3914599 by Andrew.Rodham Sequencer: Sequence template source signatures are now also compared to catch the case where a sub-sequence asset has been saved but not modified - The following sequence of events exposes this issue: - Create a master sequence with a single shot that spawns a cube - Add this sequence to a level and set it to auto-play - Save everything and restart - Resave just the inner shot asset without opening it - PIE - The inner shot never spawns its cube because its template was wiped on save, but its signature never changed. Since the master sequence previously didn't check the template source signature, it ends up trying to evaluate an empty template. #jira UE-55626 Change 3914479 by Krzysztof.Narkowicz Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows #jira UE-53875 Change 3914347 by Martin.Wilson Stop anim preview instance from ever running in parallel #Jira UE-55577 Change 3914179 by Benn.Gallagher Fixed clothing sections not displaying in LOD section list in skeletal mesh editor, due to no longer duplicating clothing sections in the model data. #jira UE-55528 Change 3914122 by Steven.Barnett Fix perf regression in BSP queries by changing suppression of PhysX mesh cleaning failure message. #jira UE-54081 Change 3913950 by zak.parrish Clamping my normalization math #jira none Change 3913926 by Zak.Parrish First pass at Gremlin Calibrate button. Also added shirt/backpack to boy so he's not a floating head. #jira none Change 3913668 by Matt.Kuhlenschmidt Adding missing substance styling info #jira UE-55081 Change 3913667 by Nick.Atamas Merging CL 3912976 from //UE4/Partner-Google-VR/... //UE4/Release-4.19/... Upgrading to support ARCore 1.0 runtime. #jira UE-55602 Change 3913645 by Aaron.McLeran #jira UE-55618 fix for mono audio devices Change 3913509 by Cody.Albert Removing PhsX build exclusion from Match3 #jira UE-53742 Change 3913380 by Dan.Oconnor Preload Sequence Bindings node at proper time #jira UE-55412 Change 3913300 by Mitchell.Wilson Updating iOS default startup movie to H.264, 1280x720, 30 fps. #jira UE-55382 Change 3913291 by Cody.Albert More iOS build fixes for Match3 #jira UE-53742 Change 3913169 by Cody.Albert Fixed iOS build issues for UnrealMatch3 #jira UE-53742 Change 3913131 by Krzysztof.Narkowicz Fixed remaining quad overdraw viewmode contents on screen after switching to certain other viewmodes (e.g. light overlap or complexity) #jira UE-54580 Change 3912851 by Lina.Halper Fixed issue with pose asset blending additively multiple poses suming up to 1 weight. #jira: UE-55603 Change 3912629 by Guillaume.Abadie 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 3912170 by Martin.Wilson Add logging for UE-55511 (NaN crash) #jira UE-55511 Change 3912161 by Phillip.Kavan Fix editor-only default subobjects inherited from a native C++ parent class not being handled correctly during nativized Blueprint class ctor generation. Change summary: - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to skip editor-only checks for instanced default subobjects. These will have already been created by a native parent class. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert before creating a "dummy" component in place of an editor-only instance if we're not supposed to be creating it. #jira UE-55474 Change 3912100 by Luke.Thatcher [RELEASE] [^] Merging (as edit) fix for building pak patches (CL 3911754) from //UE4/Dev-Core to //UE4/Release-4.19 #jira UE-55340 Change 3912072 by Mike.Beach Art cleanup pass on AR template icon. #jira UE-55587 Change 3912057 by Michael.Trepka Additional widget path validity check in FSlateUser::NotifyWindowDestroyed() #jira UE-55580 Change 3911592 by Jurre.deBaare Crash on merge actor when Use specific LOD Level #fix make sure we use the correct array to determine the number of components being merged #jira UE-55508 Change 3911466 by Cosmin.Sulea Mega change list for the following related issues: UEMOB-417 - Support Xcode automagical code signing UE-49829 - Remote build fails to use / sign distribution provisions coming from PC UE-39501 - Packaging for tvOS in Distribution fails to find valid provision UE-55334 - XCode managed provisions don╞t operate gracefully with manual provisions UE-55330 - Automatic signing doesn't work with tvOS UE-10969 - Remote build fails if there is no development provision provided #jira UEMOB-417 Change 3911454 by Luke.Thatcher [RELEASE] [!] Fix rendering thread memory leak in FLandscapeComponentSceneProxy::InitViewCustomData - FViewCustomDataLOD is allocated on a memstack, but contains a TArray, so is not trivially destructible. - The SubSections array is leaked when the memstack is popped. - Fix replaces the TArray with a TStaticArray of max size MAX_SUBSECTION_COUNT (which is 4). (Merging as edit CL 3911422 from //Fortnite/Release-3.1/... to //UE4/Release-4.19/...) #jira UE-54835 Change 3911370 by Dragan.Jerosimovic changed browOuterLeft -> browOuterUpLeft, browOuterRight->browOuterUpRight updated KiteBoyHead_JointsAndBlends.fbx #jira none Change 3910545 by Dan.Oconnor PR #4512: Fix FNetNameMapping::GetUniqueName regression (Contributed by dfb) #jira UE-55513 Change 3910449 by Michael.Trepka Fix for crash on exit on Mac when closing the root editor window with Cmd+W #jira UE-54973 Change 3909601 by Patrick.Boutot Expose to Blueprint GetProjectDirectory functions. #jira UE-55548, UEENT-999 Change 3909543 by Patrick.Boutot Rename ECollisionResponse to CollisionResponseType in script to prevent collision with FCollisionResponse. Python's help function now output the Python type instead of the cpp type. Do not export hidden enum entry from Python. #jira UE-55545, UEENT-961 Change 3909289 by Zak.Parrish Adding shirt/chest to faceAR sample #jira none Change 3908808 by Dragan.Jerosimovic added combination shapes network #jira none Change 3908788 by Mitchell.Wilson Updaing Match3Camera to resolve clipping issue on iPhone X #jira UE-54723 Change 3908374 by Jack.Porter Fix viewport offset problem for preview PIE window #jira UE-52583 Change 3907108 by Shane.Caudle #JIRA Added DefaultDeviceProfiles.ini to set the [IOS DeviceProfile] +CVars=r.ShadowQuality=4 Change 3907105 by Lauren.Ridge Fix for thumbnails not resetting when layers/blends reset and for them being incorrectly scaled when null #jira UETOOL-1303 Change 3907011 by Chris.Phillips UE-52667 Unable to package an Android DLC Using "Android APK" and "Android DLC" profiles in Project Launcher. #jira UE-52667 Change 3906792 by Lauren.Ridge When constructing the material editor viewport, use the direct method to set the environment visibility. #jira UE-55267 Change 3906734 by Chris.Babcock Fix issue with vertex fetch disable #jira UE-55475 Change 3906721 by Rolando.Caloca UE4.19 - Check if the results file from SCW is corrupt #jira UE-53124 Change 3906648 by Chris.Phillips UE-53184 Assertion when running mobile PIE in iPhone 5S mode. Updated the iPhone5s.json Metal settings. #jira UE-53184 Change 3906474 by David.Hibbitts Added default constructor for FLiveLinkWorldTime. #jira UEENT-879 #rb none Change 3906467 by Lauren.Ridge Swapping sibling materials now correctly swaps the overridden parameters out #jira nojira demobug Change 3906156 by Michael.Trepka Reverting CL 3728924 as it's causing problems with modal windows. A different, much more involved fix for UE-51711 will be needed. #jira UE-52492 Change 3906144 by Michael.Dupuis #jira UE-54547: Added guard to be sure that material is valid Change 3905882 by Matt.Kuhlenschmidt Enable substance buttons again #jira UE-55081 Change 3905513 by Sorin.Gradinaru UE-55394 iOS crash exiting app during startup movie: SPRINGBOARD, process-exit watchdog transgression #jira UE-55394 #jira UE-52328 #iOS #4.19 This is a particular case of UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression Found several issues on iOS if the game is forced closed when the startup movie is playing and "Wait for movies to complete" is enabled in Project Settings - the game thread is waiting for the movie to complete on game shutdown - more that 5 sec - crash on FDefaultGameMoviePlayer::Shutdown if the above is fixed - HTTP module no longer has time to wait for the requests to complete. Change 3905506 by Michael.Dupuis Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0 #jira 0 Change 3905498 by Lina.Halper Fix multiple pose asset issue - fallout from CL 3903509 - as for fullbody, went back to old mathod because in the fullbody, we want shortest path most of times and you don't blend more than 1 weight, so this is likely fine - as for additive, change to use blend from identity. #jira: UE-55439, UE-55448, UE-55250 Change 3905325 by Sorin.Gradinaru UE-54764 UnrealMatch3 spams Kindle device log with "Unsupported EPixelFormat" #jira UE-54764 #4.19 Also reproduced on Samsung Galaxy S5 Neo (SM-G903F, GPU Mali-T720). Check GMaxRHIFeatureLevel > ERHIFeatureLevel::ES3_1 (not mobile) before creating RSV params used with SupportsManualVertexFetch: (Positions, Tangents, TextureCoordinates, Color buffers) Change 3905307 by Jack.Porter Removed iPhone5 PIE json file as it's not a supported device #jira UE-53184 Change 3905132 by Shane.Caudle #JIRA Pushed it a little more out of the yellow. Change 3905117 by Shane.Caudle #JIRA Got SSS working and made some tweaks. Change 3904936 by Max.Chen Fix editor only #jira UE-55459 Change 3904269 by Chris.Babcock Disable manual vertex fetch on mobile #jira UE-55389 #ue4 #android #ios Change 3904186 by Lina.Halper Pose asset crash when skeleton not existing during serialization #jira: UE-55422 Change 3904063 by Max.Chen Sequencer: Fix copy/paste crash. Only process UMovieSceneCopyableBinding and objects that can be spawned by the movie scene spawn register. Copy from Dev-Sequencer #jira UE-55314 Change 3904060 by Lauren.Ridge Fix for saving a child out of a layer stack capturing the wrong parameters #jira UETOOL-1280 Change 3904050 by Luke.Thatcher [CONSOLE] [^] Added RHI Command List Enqueue Lambda method (merging as edit CL 3879722 from //Fortnite/Main to //UE4/Release-4.19) - Can be used to enqueue arbitrary tasks on the RHI thread from the render thread (similar to how EURC works for GT -> RT tasks), without having to write lots of bolierplate FRHICommand functor classes. - The first overload of EnqueueLambda method will check Bypass() to determine if it should run the lambda immediately or defer to the RHI thread. - This can be overriden via the 2nd overload if you need to check additional things such as IsRunningRHIInSeparateThread. - The function returns true if the lambda was enqueued and deferred to the RHI thread, otherwise false. This can be used to optionally add RHIThreadFences for unlock commands etc. #jira UE-55437 Change 3904004 by Lauren.Ridge Fix for material layer output nodes being able to be placed in other graphs #jira UE-54867 Change 3903931 by Aaron.McLeran #jira UE-55435 Crash in google resonance when toggling visualization fix for issue described here -- https://github.com/resonance-audio/resonance-audio-unreal-sdk/issues/1 Change 3903722 by David.Hill The ProxyLOD plugin is experimental: don't load it by default. #jira: ue-55402 Change 3903583 by Ben.Marsh Include .version and .modules files in manifest. Should fix missing version information in precompiled binaries. #jira Change 3903529 by Richard.Hinckley #jira UEDOC-7180 4.19 API Documentation manual update. Change 3903509 by Lina.Halper Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/ #DUPE MERGE: Fix issue with pose blending with shortest path - causing additive to blend linearly between pose if the rotation is same direction. #jira: UE-55250 Change 3903501 by Michael.Dupuis #jira UE-55122: Fixed bad neighbors updating for mobile Change 3903387 by Will.Fissler ; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation. ;r.XGEShaderCompile = 0 #jira UE-55286 Change 3903251 by Sungjin.Hong #JIRA UE-55349 #loc added KO locallization for VR, Handheld AR templates Change 3903219 by Adrian.Siminciuc https://jira.it.epicgames.net/browse/UE-54738 removed redundant iOS warning when IOnlineIdentity::Login is called by FOnlineExternalUIIOS::ShowLoginUI #jira UE-54738 #iOS Change 3903130 by Cody.Albert Updated build configuration to resolve iOS build error on UnrealMatch3 #jira UE-53742 Change 3903056 by Shane.Caudle #JIRA Latest tweaks to lighitng and rendering for boy. Change 3903032 by Cody.Albert Added missing include that was preventing iOS builds from succeeding on TopDown template #jira UE-54341 Change 3902669 by Lauren.Ridge Fix for thumbnail crash after saving material instances that contain layers #jira crash Change 3902581 by Mitchell.Wilson Updating Samples and Template Min iOS Version to iOS 9. #jira UE-55148 Change 3902448 by Lauren.Ridge Fix for crash due to unparented material instance #jira crash Change 3902206 by Chris.Phillips UE-52612 External textures only work in pixel shaders. Sampling external textures are now only limited to pixel shaders when the shader model is < SM4. #jira UE-52612 Change 3902120 by Peter.Sauerbrei bvringing over the fix for backgrounding crash on iPhone X from Fortnite #jira UE-54883 Change 3902097 by Lina.Halper Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/ #DUPE MERGE: CL 3901939 #jira: UE-55401 Change 3902082 by Mike.Beach Fixing an issue with the fix from CL 3889470 - fully matching the old UEnum name check (checking both the value name and the typed name, for example: "Left" and "EControllerHand::Left"). #jira UE-55153 Change 3901963 by Peter.Sauerbrei bring over the fix from Fortnite for Remote Shader Compilation not respecting settings in the passed in shader #jira UE-52797 Change 3901959 by Ethan.Geller [Release-4.19] #jira UE-55225: Stop RtAudio stream on StopRecording in sequence recorder. #rb Aaron.McLaren Change 3901482 by Lauren.Ridge Fix for crash on opening materials due to array out of bounds #jira crash Change 3901181 by Michael.Dupuis #jira UE-55313: To enable tessellation we MUST have 2 materials in the list Change 3900935 by Nick.Bullard Updating Default_Startup.mp4 with more recent UE branding. This still requires another update for final version with audio #jira UE-55382 Change 3900660 by Aaron.McLeran #jira UE-55381 crash in sound submix Bringing fix from FN to 4.19 (CL 3890630) Change 3900643 by Aaron.McLeran #jira UE-55380 fixing synth envelopes Change 3900617 by Aaron.McLeran #jira UE-55151 Fixing crash w/ mic component Change 3900544 by tim.gautier QAGame: Submitting asset for AsNumber fix submitted with UE-10310 #jira UE-29618 Change 3900430 by Ryan.Brucks KismetRenderingLibrary: Applied a fix from FN to make it possible to create textures from BP created RTs. Without the fix the assets would be created but invisible to the user due to missing RF_Public and RF_Standalone. #JIRA none Change 3900399 by Lauren.Ridge Fixing global parameters not working #jira UE-55242 Change 3900297 by Ben.Marsh Speculative fix for hot reload causing version files to be updated with a locally made installed build. #jira UE-55072 Change 3900116 by Chris.Bunner Removing outdated tests and test assets. #jira UETOOL-1298 Change 3900042 by Chris.Bunner Deleted SharedInputCollection and associated material graph nodes. #jira UETOOL-1298 Change 3899887 by Lauren.Ridge Fix for background checkbox stomping profile info for material editor. Note that you may have to delete Saved/Config/Windows/Editor.ini to get this to work. #jira UE-55267 Change 3899824 by Chris.Phillips UE-52813 Editor's mobile preview doesn't serialize the landscape's cooked heightmap data. Now only regenerating landscape pixel data when needed when using Mobile Preview Rendering Levels. #jira UE-52813 Change 3899775 by Lauren.Ridge Fix for crash on opening material layer material #jira crash Change 3899673 by Jamie.Dale Fixed Functions sometimes being exposed to Python as if they were Structs #jira none Change 3899487 by Chris.Bunner Duplicate [CL 3852020, 3896571] - Disabling non-performant code only required by experimental material layers feature. Users can opt-in per-project through experimental renderer settings, replacing the previous editor experimental flag. #jira UETOOL-1298 Change 3899156 by Phillip.Kavan Include address of object reference in persistent frame debug info. #jira UE-51952 Change 3899146 by Rolando.Caloca UE4.19 - hlslcc - Workaround for intrinsics with two output arguments #jira UE-52477 Change 3899060 by Bart.Hawthorne Add a null check for the game mode pointer in UWorld::SpawnPlayActor #jira UE-54461 Change 3899015 by Krzysztof.Narkowicz Fixed initialization of instancing random vertex stream. #jira UE-53605 Change 3899008 by Michael.Dupuis Fix issue with landscape mobile vertex factory accessing unbound LodTessellationParams when r.ShaderDevelopmentMode=1 #jira 0 Change 3898994 by Phillip.Kavan More verbose debug logging if an invalid object reference is detected in the BP ubergraph frame during garbage collection. #jira UE-51952 Change 3898962 by Guillaume.Abadie Fixes wrong parameters about whether GPU timing may have CPU generated bubbles to the dynamic resolution heuristic. #jira UE-55352 Change 3898826 by Sorin.Gradinaru UE-54784 StrategyGame crashes entering game on KindleFire 7 - Assertion failed: ViewSize.GetMin #4.19 #Android #jira UE-54784 Wrong code to make an integer even + operator precedence Change 3898822 by Sorin.Gradinaru UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression FORT-70783 FHttpManager::Flush is immediately canceling all HTTP requests #jira UE-52328 #jira FORT-70783 #iOS #PC #4.19 UE-52328 reopened because of FORT-70783 iOS only: Delay Request->CancelRequest() on Http module shutdown - wait for 2 sec on FHttpManager::Flush to allow pending requests to be sent to the server. Change 3898705 by Max.Chen Sequencer: Skip if the binding id's sequence can't be found. #jira UE-55337 Change 3898108 by Michael.Dupuis #jira UE-54547: Remove the FORCEINLINE so we get a proper callstack of what's happening Change 3898076 by Max.Chen Sequencer: Override the animation asset in the player state if it doesn't match the animation asset that's being evaluated. #jira UE-55328 Change 3897897 by Matt.Kuhlenschmidt Disable substance buttons for now #jira UE-55081 Change 3897742 by Aaron.McLeran Merging fix for UE-55223 to 4.19 #jira UE-55223 Change 3897538 by Michael.Dupuis #jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material Change 3897406 by Phillip.Kavan Back out local debug logs. #jira UE-51952 Change 3897400 by Phillip.Kavan Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. - Mirrored from //UE4/Dev-Core (3871863). #jira UE-51952 Change 3897391 by Max.Chen Sequencer: Don't update current time to be within the view range when stepping into a sequence. #jira UE-55322 Change 3897274 by Krzysztof.Narkowicz Fixed issues with loading shaders from DDC - hardcoded CustomAttributes initialization instead of filling them inside UObject costructors in order to properly initialize CustomAttributes before DDC key was created. Added an assert that CustomAttributes are initialized before the AttributeDDCString, so we won't run into this issue again in the future. #jira UE-54683 Change 3897148 by Adrian.Siminciuc https://jira.it.epicgames.net/browse/UE-55147 #4.19 #iOS #jira UE-55147 Change 3897138 by Max.Chen Sequencer: Fix crash when an actor factory is not found. Copy from Dev-Sequencer #jira UE-55309 Change 3897045 by Jack.Porter Fix for crash in ALandscapeProxy::UpdateGrass #jira UE-54362 Change 3897036 by Jack.Porter Fix InstancedStaticMesh crash with invalid lightmap coordinates #jira UE-54423 Change 3896801 by Dmitriy.Dyomin Fixed: Planar reflections does not handle origin rebasing #jira UE-52351 Change 3896743 by Dmitriy.Dyomin Discard CPU copy of vertex/index buffers in OpenGL RHI #jira UE-52133 Change 3896619 by Guillaume.Abadie Cherry-pick 3896598: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3895718 by Max.Chen Sequencer: Null checks to prevent crash when saving the default state of a spawnable #jira UE-55304 Change 3895426 by Rolando.Caloca UE4.19 - Add an increased timeout for SCW to avoid OOM situations #jira UE-55306 Change 3895245 by tim.gautier QAGame: Submitting updated test assets. Broke ML_Base out into individual components #jira UE-29618 Change 3895194 by Marc.Audy Prevent crash due to a null entry in the linked to graph of the destination pin #jira UE-54606 Change 3894913 by Arne.Schober REL - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3894625 by Arne.Schober REL - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894464 by Martin.Wilson Extra debugging info for UE-54705 plus remove check so it is no longer fatal #jira UE-54705 Change 3894450 by Martin.Wilson Remove pinnable ness of retarget asset. Paves the way for exposing retarget asset properties on the node #jira none Change 3893948 by Jostin.Bilyeu Adding default player start location to help with launch on testing within level TM-Materials_POM #jira UE-55063 Change 3893495 by Robert.Manuszewski Fixing a crash when running DDC commandlet #jira UE-54646 Change 3893451 by Jurre.deBaare Altered fix for actor merging with negative scaling to get correct normals #jira UE-54996 #misc updated automated test to include this test-case Change 3892913 by Ethan.Geller [Release-4.19] #jira UE-55151 Fix for Mic Component crashing on re-init. #rb aaron.mcleran Change 3892871 by Ryan.Vance Multi-view requires the day dream compositor. #jira UE-55253 Change 3892785 by Arciel.Rekman Linux: fix inability to create a C++ project (UE-55222). - NullSourceCodeAccessor will unconditionally allow C++ project creation in source builds. - Installed build will check for more compilers in commonly found locations. #jira UE-55222 Change 3892687 by Jostin.Bilyeu Checking in replacement Built Data for map TM-Materials_POM #jira UE-55063 Change 3892674 by Jostin.Bilyeu Adding an invisible plane to TM-Materials_POM to help testing on mobile devices #jira UE-55063 Change 3892622 by Aaron.McLeran #jira none Fixing scope lock in phonon probe volume Change 3892511 by Matt.Kuhlenschmidt Fix zero engine version warning #jira UE-55081 Change 3892211 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 3891732 by Brian.Zaugg Re-adding iPhoneX launch images with correct case. #JIRA UE-53541 Change 3891727 by Arne.Schober REL - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891716 by Ben.Marsh Fix buffer overrun when generating callstack. #jira Change 3891697 by Brian.Zaugg Deleting iPhoneX launch images that have incorrect case. #jira UE-53541 Change 3891678 by Brian.Zaugg IPP binaries for iPhoneX support. #jira UE-53541 Change 3891525 by Lauren.Ridge Thumbnails now update correctly w/parameters #jira UETOOL-1333 Change 3891520 by Lauren.Ridge Fixing SA error in material editor #jira UE-55206 Change 3891495 by Jurre.deBaare Normal are different after Merge Actor on scaled objects #fix Make sure we do not apply scale when transform Normals/Tangents #jira UE-54996 Change 3891352 by Guillaume.Abadie Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3891323 by Matt.Kuhlenschmidt Added substance buttons to content browser and material editor #jira UE-55081 Change 3891033 by David.Hibbitts #JIRA UE-55135 Moved Message Bus Source heartbeats to their own thread using a new FHeartbeatManager singleton. This prevents sources from incorrectly being removed during Slate UI operations. Change 3890642 by Arne.Schober REL - Better fix for Paper2d which honors batching #jira UE-55063 Change 3890593 by Arne.Schober REL - 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 3890502 by Mike.Erwin Fix reported VRAM size on Metal We were getting correct value in MB from system but overflowing uint32 arithmetic when converting to bytes. This led 4GB and 8GB configs to report 0 total VRAM, 0 dedicated tex mem, and GTexturePoolSize = 0. Noticed the problem on my 6GB FirePro, which reported 2GB and set GTexturePoolSize to 70% of that. Also fixed log of texture pool size to show MB. Other platforms' RHIs already report this in MB. #jira none Change 3890404 by Jostin.Bilyeu Updating Demo Display names to remove redundant spaces #jira UE-29618 Change 3890401 by Dan.Oconnor Fix for property table performance regression #jira UE-54984 Change 3890194 by Dan.Oconnor Make sure a CDO's subobjects are preloaded when running in -game #jira UE-54242 Change 3890182 by Krzysztof.Narkowicz Moving CL3867594 from Dev-Rendering to fix missing shaders in cooked Binary Editor DCC. USE_EDITOR_ONLY_DEFAULT_MATERIAL_FALLBACK generated default material shaders had no cooking code path. #jira UE-54683 Change 3890140 by Rob.Cannaday Merging cacert.pem from //UE4/Dev-Online to //UE4/Release-4.19 Includes latest cacert.pem from https://curl.haxx.se/docs/caextract.html as of January 17, 2018 #jira none Change 3889850 by Shaun.Kime Now initializing Niagara scripts and emitters even if the config file isn't ready yet. #jira UE-54168 #jira UE-54169 #tests can create a blank emitter and all script sub-types Change 3889833 by Michael.Trepka Disabled Clang's unused-lambda-capture warning added in Xcode 9.3 #jira none Change 3889696 by Patrick.Boutot Allow rename from AssetTool when there is no source control enabled. Fix crash when you rename an asset without an enabled source control. #jira UEENT-803 Change 3889470 by Mike.Beach Switching the source-name to legacy hand enum lookup functions to use a static table instead of finding a UEnum object and iterating over reflection data (to prevent a GC lockup with the UObject query). #jira UE-55153 Change 3889319 by Matt.Kuhlenschmidt Disable hardware survey on build machines. They run windows server and lack the necessary win32 api functionality to execute it properly #jira UE-55166 Change 3889087 by Jostin.Bilyeu Minor adjustments TM-SceneTexture for better testing clarity. Minor adjustments to TM-MipLevels for test map clean up #jira UE-29618 Change 3889073 by Sorin.Gradinaru UE-55117 Android virtual keyboard can have text input hidden by software buttons #jira UE-55117 #Android #4.19 Adjusted x-coord and width for the native EditText Change 3888841 by Jurre.deBaare Make FSkeletalMeshRenderData::GetMaxBonesPerSection an ENGINE_API exported function #jira none Change 3888837 by Guillaume.Abadie Fixes a crash in dynamic resolution when doing UE4Editor -server #jira UE-55158 Change 3888831 by Dragan.Jerosimovic added fbx files #jira none Change 3888340 by Ethan.Geller [Release-4.19] #jira UE-54787 edit settings for Strategy Game to prevent stuttering in AudioMixer on low performance Android Devices #rb Aaron.McLeran #fyi Aaron.McLeran #lockdown Cristina.Riveron Change 3888133 by Michael.Karambelas QAGame: Adding a BP Actor to test the Mic component feature that AaronM implemented with UE-51471. #jira UE-29618 Change 3887957 by Krzysztof.Narkowicz "Fixed" Vulkan instancing in by doing Metal style set instance offset to 0 hack #jira UE-54367 Change 3887912 by Jostin.Bilyeu Adding content to TM-SceneTexture to verify Screen Positioning as well as Scene Color and Depth. Adding a new map (TM-MIPLevels) for testing custom mip levels #jira UE-29618 Change 3887571 by Zak.Parrish Adding FaceAR content and cleanup #jira none Change 3887458 by Dan.Oconnor Fix 'Step Out' functionality for macro and collapsed graphs #jira UE-55000, UE-55002, UE-55022 Change 3886883 by zachary.wilson Add testing content to QAGame: Texture and material for testing mip levels. Postprocess material for testing scene buffer sampling. #jira UE-29618 Change 3886848 by Max.Preussner Engine: Workaround for uninitialized external textures causing white flashes in media playback Copied from Fortnite-Main and Dev-Sequencer #jira UE-53357 Change 3886720 by Matt.Kuhlenschmidt Guard against mac menus updating during slow tasks. #jira UE-55068 Change 3886657 by Guillaume.Abadie Cherry-pick 3886626: Cherry-pick 3886560: 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. #jira FORT-69961 Change 3886653 by Matt.Kuhlenschmidt Perforce Plugin: Removed all calls to methods that would update the P4PASSWD environment variable. Perforce stores this as plain text so it is not safe and we do not want the editor to be responsible for this being set. All users should be using ticket based p4 servers for the best security but if they are unable to then they can call p4 passwd on their own to set a slightly better hashed password directly. They may also log in each time to the editor which prevents any password from being stored #jira UE-55111 Change 3886621 by Benn.Gallagher Fixed crash closing clothing tab if workflow centric application puts the tab spawners in a bad state due to incorrect handling of tab context menus. #JIRA UE-55067 Change 3886552 by Thomas.Sarkanen Fixed crash loading an anim instance with a re-instanced class Unable to repro, but in editor we dont need the optimization that this provides. Now we always re-initialize functions and properties in case the class has changed out from under us. #jira UE-55065 - [CrashReport] UE4Editor_Engine!FExposedValueHandler::Initialize() [animnodebase.cpp:521] Change 3886442 by Cosmin.Sulea UE-53033 - Editor Rapidly Spawns Multiple Empty Windows Throughout Remote Shader Compiling #jira UE-53033 Change 3886441 by Cosmin.Sulea UE-54598 - Using an Invalid iOS Mobile Provision does not give descriptive error in Project Launcher, IPhonePackager #jira UE-54598 Change 3886427 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled - from //Dev-Mobile@CL3843552 #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3886210 by Ethan.Geller [Release-4.19] #jira UE-53867 Ensure we don't read off into garbage memory for uncompressed PCM. Change 3886005 by Zak.Parrish Checking in faceAR work on behalf of 3Lateral #jira none Change 3885925 by Mike.Erwin Material preview label off-center on HiDPI screen #jira UE-52533 Change 3885778 by Dan.Oconnor Fix stepping over collapsed graph and macro nodes #jira UE-54950, UE-54955 Change 3885713 by Mike.Erwin glTF: fix material using wrong textures Imported material could plug the wrong textures into its inputs. The previous code tracked a material's textures based on image source index, corrected code uses texture (source + sampler) index. This is more general allowing an image to be referenced by multiple textures. Bug reported yesterday via email, demonstrated using the Khronos TextureSettingsTest sample model. #jira none Change 3885603 by Ben.Marsh Fixes for compiler errors in nightly builds of VS2017 in /permissive- mode. #jira Change 3885566 by Phillip.Kavan Fix a scoping issue related to inaccessible property reference caching in nativized Blueprint code. Change summary: - Modified FDefaultSubobjectData::EmitPropertyInitialization() to utilize the FScopeBlock utility to manage the inaccessible property cache during code generation for instanced subobject initialization. #jira UE-55061 Change 3885481 by Mark.Satterthwaite Attempt to workaround an Intel shader compiler bug without reopening a related AMD bug. This may cost performance unless function constants are available and the runtime compiler actually bothers to perform optimisation (AMD's did not in 10.12.6 and earlier). #jira UE-54333 Change 3885461 by Lauren.Ridge Fix for slot not being initialized to null #jira UE-55069 Change 3885455 by zak.parrish Adding initial files for FaceAR scene lookdev #jira none Change 3885446 by Zak.Parrish Adding test assets for Gremlin look dev. May get removed later prior to release. #jira none Change 3885424 by Krzysztof.Narkowicz Fixed skeletal mesh LODs inside editor. If skeletal mesh wasn't recently visible, code was incorrectly changing LOD settings without updating LOD data on render thread. #jira UE-53861 Change 3885406 by Zak.Parrish Rollback //UE4/Release-4.19/Samples/FaceARSample/Content/UI/FaceARDebugUI.uasset to revision 1 #jira UE-54639 Change 3885340 by Arne.Schober REL - Bitarray FindFromLast was masking incorrectly for the corner case where there is no slack #jira none Change 3885143 by Marc.Audy Merge memory corruption fix in CL# 3884991 from Fortnite-Staging to Release-4.19 #jira UE-54977 #jira UE-54976 #jira UE-54898 Change 3885093 by Mark.Satterthwaite Apple don't like testing for the validation layer in iOS App Store builds - it is unnecessary so we can disable this for shipping builds. #JIRA N/A Change 3884622 by Jurre.deBaare Moving over missing file from changelist for UE-54508 #jira UE-54508 Change 3883391 by Nick.Atamas Fix for UE-54622 : PIE in VR available when ARKit/ARCore plugins enabled. Only create ARKit/ARCore tracking systems on iOS/Android. #jira UE-54622 Change 3883257 by Phillip.Kavan Fix a Blueprint compile error for the GetClassDefaults node Map value outputs introduced by stronger type checking in 4.19 between Map pin types. #jira UE-55026 Change 3883024 by Lauren.Ridge Fixing static analysis warning #jira SA Change 3882510 by Michael.Dupuis #jira none : Fixed screen size calculation to take aspect ratio into account correctly Change 3882502 by Lauren.Ridge Fix for material layer parameters not rebuilding and adding save child button #jira UETOOL-1275 Change 3882458 by Krzysztof.Narkowicz Copying cached shadow map assert fix from Fortnite-Main (CL3802813) #jira UE-54747 Change 3882366 by Michael.Karambelas QAGame: made changes to QABP_Debugging, QABP_FunctionLib, and QA_TestHelper for Blueprint debugger tests. #jira UE-29618 Change 3881971 by andrew.porter QAGame: Removing actor from Shot_003 #jira UE-29618 Change 3881795 by Krzysztof.Narkowicz Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows #jira UE-53875 Change 3881550 by David.Hibbitts #JIRA UEENT-879 Subject frames now store world time explictly as a double with optional scene timecode as MetaData. This allows for use cases such as posing a single frame in Maya where the world time would be changing but the scene timecode associated with the animation remains fixed. THIS IS A BREAKING CHANGE: Sources from before this change will no longer compile. Change 3881339 by Jurre.deBaare Moving over: "Editor crashed when attempting to bake out all the material channels #jira UE-54508 #misc small UDN Merge actor / bake material fixes Change 3879557 by Dan.Oconnor Fix stepover behavior when no debug target is selected #jira UE-54978 Change 3879485 by Mike.Beach Limiting the number of stereo layers on Oculus android to 4 (otherwise, their lib crashes). #jira UE-54999 Change 3879438 by David.Hibbitts #JIRA UEENT-880 Added support for Subject level MetaData to LiveLink #rb martin.wilson #fyi james.golding, simon.tourangeau Change 3879343 by Lina.Halper Last min change that skiped compiling #jira: none Change 3879337 by Lina.Halper Fix issue where tick is skipped due to last ticked pose isn't cleared after AnimInstance changes. #jira: UE-54806 Change 3878968 by Phillip.Kavan Fix deprecation warnings in compiled stub class wrapper codegen for Blueprint class dependencies excluded from nativization. Change summary: - Modified FBlueprintCompilerCppBackendBase::GenerateWrapperForClass() to const-correct the assignment of cached weak pointers to referenced properties. #jira UE-54981 Change 3878962 by Adrian.Siminciuc https://jira.it.epicgames.net/browse/UE-54831 (No error occurs accepting if Android SDK license file cannot be written, but user cannot accept license) #4.19 #jira UE-54831 #android - shows an error message box informing that the license file could not be written. Change 3878821 by Andrew.Rodham Sequencer: Fixed overlapping ranges being inserted into the evaluation field during compilation - The issue was that track segments that had been combined with adjacent segments (due to them being identical) would potentially cause a subsequently compiled frame to overlap with a range that had already been inserted into the evaluation field. - The insertion code previously asserted that only minor overlaps were catered for (due to fp rounding errors) and assumed that a supplied range could not entirely contain any other range in the field. - The solution is to supply the insertion time along with the range to know exactly where the data should live in the field, and crop the range to the maximum allowable space between adjacent ranges. #jira UE-54922 Change 3878171 by Chris.Phillips Android: Fixed crash after splash screen when using Vulkan. #jira UE-54299 Change 3877950 by Ethan.Geller Fix copyright information from previous CL #jira none #rb none #lockdown Cristina.Riveron Change 3877859 by Nick.Shin rebuilt lighting for TM-ShaderModels and resaved the level #jira UE-53374 Client displays "lighting needs to be rebuilt (1 unbuilt object(s))" when launching TM-Shadermodels onto HTML5 Change 3877854 by tim.gautier Adding additional (temp) ML Test asset #jira UE-29318 Change 3877609 by Ethan.Geller [4.19] Change FWhiteNoise generate function to use SRand, due to weird distribution in FRandRange #jira UE-54965 #rb aaron.mcleran #lockdown cristina.riveron Change 3877474 by Lauren.Ridge Adding WITH_EDITOR wrappers to editor-only section of code #jira fixingcompiles Change 3877271 by Arne.Schober REL - Integrate 3872827 - The VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should not be neccessary #jira none Change 3877260 by Lina.Halper If revision is too far away, ignore the request and send current buffer - this is exactly how it used to do and it is still required, but this means motion vector will be ignored when this happens #jira: UE-54398 Change 3876950 by Lauren.Ridge Renaming layers in a material instance - from 4.19 preview feedback #jira UETOOL-1296 Change 3876932 by Arciel.Rekman Linux: updated the link to the cross-toolchain (UE-54597). #jira UE-54597 Change 3876918 by Phillip.Kavan Fix a regression that could cause packaging to fail and/or data loss with Blueprint nativization enabled. Change summary: - Removed logic that attempted to avoid redundant assignments of instanced default subobject references. This was not compatible with editinline characteristics that can allow certain object reference values to be overridden by the Blueprint class. - Explicitly defer to ExportTextItem() when generating C++ code for UObjectProperty/UInterfaceProperty reference values in which the underlying object reference is NULL. #jira UE-54870 Change 3876759 by tim.gautier Updated Material Layer test assets to include Opacity and Emissive. #jira UE-29318 Change 3876575 by Michael.Karambelas Updating the QABP_Debugging asset in QAGame with a couple of interfaces and additional logic for testing purposes. #jira UE-29618 Change 3876406 by Robert.Manuszewski Fixed a crash when reporting linker errors #jira UE-51037 Change 3875891 by Nick.Atamas Fixed scenario where geometries were being updated once per pin, instead of just being updated once. Also fixes a scenario where there are no pins and geometries fail to update. #jira UE-54914 Change 3875880 by Aaron.McLeran #jira UE-54916 Fixing up submix effect templates Change 3875673 by Brandon.Schaefer Fix Apex dependencies Depend on static Apex libraries in Apex.Build.cs versus Physx.Build.cs #jira UE-54861 Change 3875498 by Lauren.Ridge PR #4477: 4.19 Fixed a crash caused by the layered material property widget of the material instance editor. (Contributed by mlaveaux) #jira UE-54862 Change 3875322 by tim.gautier Recreating Material Layer test assets (asset version has changed) #jira UE-29318 Change 3875157 by Aaron.McLeran #jira UE-54901 Synth components do not allow sends to buses Change 3875103 by Brandon.Schaefer Need to use our bundled libc++.so not libstdc++.so when building Apex/PhysX/NvCloth libraries #jira UE-54815 Change 3875037 by Aaron.McLeran #jira UE-54896 Fixing up audio capture component to parameterize the delay Parameterize the jitter latency delay. Change 3875026 by Aaron.McLeran #jira UE-54895 Filter frequency values don't update live with EQ effects and 0-frequency cutoff causes pops Change 3874927 by Ryan.Vance #jira UE-54894 Ensure we don't delete aliased texture resources, they are managed externally. Change 3874925 by Martin.Wilson Remove XR post fix from live link code written during motion controller integration #jira none Change 3874354 by Ben.Marsh Use the compiler matching the user's preferred IDE if they don't have a specific compiler selected in the project settings. #jira UE-54272 Change 3877545 by Ben.Marsh Replace FPlatformMisc::DebugBreak() with the UE_DEBUG_BREAK() macro. VS2017 is able to show force-inlined calls on the callstack, which makes debugging asserts and ensures annoying. Use similar logic for expanding ensure() macros in place. #jira UE-54961 [CL 3963579 by Ben Marsh in Main branch]
2018-03-24 09:22:20 -04:00
// True if the project requires encoded HDR reflection captures
bool bRequiresEncodedHDRReflectionCaptures;
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
#endif // WITH_ENGINE
};
#undef LOCTEXT_NAMESPACE