2016-12-08 08:52:44 -05:00
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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#pragma once
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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
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#include "CoreMinimal.h"
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#include "SlateFwd.h"
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#include "Misc/Attribute.h"
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#include "Input/Reply.h"
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#include "Widgets/Views/STableViewBase.h"
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#include "Widgets/Views/STableRow.h"
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#include "IDetailCustomization.h"
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class FMonitoredProcess;
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class IDetailLayoutBuilder;
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class IPropertyHandle;
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class SEditableTextBox;
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3219796 on 2016/12/02 by Rolando.Caloca
DR - vk - Increase timeout to 60ms
Change 3219884 on 2016/12/02 by Daniel.Wright
Assert to help track down rare crash locking capsule indirect shadow vertex buffer
Change 3219885 on 2016/12/02 by Daniel.Wright
Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable'
Change 3219886 on 2016/12/02 by Daniel.Wright
Don't create projected shadows when r.ShadowQuality is 0
* Fixes crash in the forward path trying to render shadows
* In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped
Change 3219887 on 2016/12/02 by Daniel.Wright
Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing
Change 3219893 on 2016/12/02 by Daniel.Wright
AMD AGS library with approved TPS
Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below)
Change 3219913 on 2016/12/02 by Daniel.Wright
Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded
Change 3220029 on 2016/12/02 by Daniel.Wright
Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation).
* A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials
* Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials
* FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet
Change 3220108 on 2016/12/02 by Daniel.Wright
Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present
Change 3220504 on 2016/12/03 by Mark.Satterthwaite
Metal Desktop Tessellation support from Unicorn.
- Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4).
- Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant.
- Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation.
- Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding.
- Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default.
- Epic: Various fixes to Layered Rendering for Metal.
- Omits Mobile Tessellation support which needs further revision.
Change 3220881 on 2016/12/04 by Mark.Satterthwaite
Compiles fixes for iOS & static analysis fixes from Windows.
Change 3221180 on 2016/12/05 by Guillaume.Abadie
Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time.
Change 3221217 on 2016/12/05 by Chris.Bunner
More NVAPI warning fixups.
Change 3221219 on 2016/12/05 by Chris.Bunner
When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent.
#jira UE-37792
Change 3221220 on 2016/12/05 by Chris.Bunner
Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames.
#jira UE-35132
Change 3221221 on 2016/12/05 by Chris.Bunner
PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser)
#jira UE-35760
Change 3221223 on 2016/12/05 by Chris.Bunner
Default to include dev-code when compiling material preview stats.
#jira UE-20321
Change 3221534 on 2016/12/05 by Rolando.Caloca
DR - Added FDynamicRHI::GetName()
Change 3221833 on 2016/12/05 by Chris.Bunner
Set correct output extent on PostProcessUpscale (allows users to extend chain correctly).
#jira UE-36989
Change 3221852 on 2016/12/05 by Chris.Bunner
32-bit/ch EXR screenshot and frame dump output.
Fixed row increment bug in 128-bit/px surface format readback.
#jira UE-37962
Change 3222059 on 2016/12/05 by Rolando.Caloca
DR - vk - Fix memory type not found
Change 3222104 on 2016/12/05 by Rolando.Caloca
DR - Lambdaize
- Added quicker method to check if system textures are initialized
Change 3222290 on 2016/12/05 by Mark.Satterthwaite
Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist.
Change 3222864 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak when exiting
Change 3222873 on 2016/12/06 by Rolando.Caloca
DR - vk - Minor info to help track down leaks
Change 3222875 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak with VisualizeTexture
#jira UE-39360
Change 3223226 on 2016/12/06 by Chris.Bunner
Static analysis warning workaround.
Change 3223235 on 2016/12/06 by Ben.Woodhouse
Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D
Change 3223343 on 2016/12/06 by Chris.Bunner
Moved HLOD persistent data to viewstate to fix per-view compatability.
#jira UE-37539
Change 3223349 on 2016/12/06 by Chris.Bunner
Fixed HLOD with FreezeRendering command.
#jira UE-29839
Change 3223371 on 2016/12/06 by Michael.Trepka
Removed obsolete check() in FMetalSurface constructor
Change 3223450 on 2016/12/06 by Chris.Bunner
Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward.
Change 3223638 on 2016/12/06 by Michael.Trepka
Restored part of the check() in FMetalSurface constructor removed in CL 3223371
Change 3223642 on 2016/12/06 by Mark.Satterthwaite
Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet).
- Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs).
- Enable with -metaledr command-line argument as it is off-by-default.
- Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding.
Change 3223830 on 2016/12/06 by Rolando.Caloca
DR - vk - Better error when finding an invalid Vulkan driver
#jira UE-37495
Change 3223869 on 2016/12/06 by Rolando.Caloca
DR - vk - Reuse fences
Change 3223906 on 2016/12/06 by Guillaume.Abadie
Fix alpha through TempAA artifact causing a small darker edge layouts.
Change 3224199 on 2016/12/06 by Mark.Satterthwaite
Fix a dumb copy-paste error from the HDR changes to Metal.
Change 3224220 on 2016/12/06 by Mark.Satterthwaite
Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects.
- Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering.
Change 3224236 on 2016/12/06 by Mark.Satterthwaite
IWYU CIS compile fix for iOS.
Change 3224366 on 2016/12/06 by Mark.Satterthwaite
Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears.
- If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted.
- This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo.
Change 3224416 on 2016/12/06 by Uriel.Doyon
New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds.
Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives).
Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData.
Fix for material texture streaming data not being available on some cooked builds.
Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible).
This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting.
Forced residency are now loaded in two steps (visible, then forced), improving reactiveness.
Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them,
and also "LastRenderTimeMips" which related to timed primitives.
Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency.
"Texture Streaming Build" now updates the map check after execution.
Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic.
Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements.
Change 3224532 on 2016/12/07 by Uriel.Doyon
Integrated CL 3223965 :
Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
Added more options to allow the user to cancel this build also.
Change 3224714 on 2016/12/07 by Ben.Woodhouse
Cherry pick CL 3223972 from //fortnite/main:
Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms)
Change 3224715 on 2016/12/07 by Ben.Woodhouse
New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version
Change 3224975 on 2016/12/07 by Rolando.Caloca
DR - vk - Dump improvements
Change 3225012 on 2016/12/07 by Rolando.Caloca
DR - Show warning if trying to use num samples != (1,2,4,8,16)
Change 3225126 on 2016/12/07 by Chris.Bunner
Added 'force 128-bit rendering pipeline' to high-res screenshot tool.
#jira UE-39345
Change 3225449 on 2016/12/07 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3225485 on 2016/12/07 by Chris.Bunner
Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases.
#jira UE-19394
Change 3225486 on 2016/12/07 by Chris.Bunner
Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled.
Change 3225505 on 2016/12/07 by Daniel.Wright
Fixed exponential height fog disappearing with no skybox
Change 3225655 on 2016/12/07 by Benjamin.Hyder
Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting.
Change 3225668 on 2016/12/07 by Chris.Bunner
Dirty owning packages when user manually forces regeneration of all reflection captures.
#jira UE-38759
Change 3226139 on 2016/12/07 by Rolando.Caloca
DR - Fix recompute tangents disabling skin cache
- Make some macros into lambdas
#jira UE-39143
Change 3226212 on 2016/12/07 by Daniel.Wright
Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false
Change 3226213 on 2016/12/07 by Daniel.Wright
Scene Capture 2D can specify a global clip plane, which is useful for portals
* Requires the global clip plane project setting to be enabled
Change 3226214 on 2016/12/07 by Daniel.Wright
Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass
* If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used
* Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing
* Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost
* Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall
Change 3226258 on 2016/12/07 by Rolando.Caloca
DR - Typo fix
Change 3226259 on 2016/12/07 by Rolando.Caloca
DR - compile fix
#jira UE-39143
Change 3226932 on 2016/12/08 by Chris.Bunner
Re-saved Infiltrator maps to update reflection captures.
#jira UE-38759
Change 3227063 on 2016/12/08 by Mark.Satterthwaite
For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia.
#jira UE-37436
Change 3227120 on 2016/12/08 by Gil.Gribb
Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3227211 on 2016/12/08 by Arne.Schober
DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant.
Change 3227257 on 2016/12/08 by Marc.Olano
Extension to PseudoVolumeTexture for more flexible layout
Change by ryan.brucks
Change 3227286 on 2016/12/08 by Rolando.Caloca
DR - Fix crash when using custom expressions and using reserved keywords
#jira UE-39311
Change 3227376 on 2016/12/08 by Mark.Satterthwaite
Must not include a private header inside the MenuStack public header as that causes compile errors in plugins.
Change 3227415 on 2016/12/08 by Mark.Satterthwaite
Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering.
Change 3227516 on 2016/12/08 by Daniel.Wright
Implemented UWidgetComponent::GetUsedMaterials
Change 3227521 on 2016/12/08 by Guillaume.Abadie
Fixes post process volume's indirect lighting color.
#jira UE-38888
Change 3227567 on 2016/12/08 by Marc.Olano
New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask
Change 3227628 on 2016/12/08 by Daniel.Wright
Removed redundant ResolveSceneDepthTexture from the merge
Change 3227635 on 2016/12/08 by Daniel.Wright
Forward renderer supports shadowing from movable lights and light functions
* Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed
* Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned
Change 3227660 on 2016/12/08 by Rolando.Caloca
DR - vk - Fix r.MobileMSAA on Vulkan
- r.MobileMSAA is now read-only (to be fixed on 4.16)
- Show time for PSO creation hitches
#jira UE-39184
Change 3227704 on 2016/12/08 by Mark.Satterthwaite
Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms.
Change 3227705 on 2016/12/08 by Daniel.Wright
Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426)
Change 3227787 on 2016/12/08 by Chris.Bunner
Added extent clear to motion blur pass to catch misized buffers bringing in errors.
Added early out to clear call when excluded region matches RT region.
#jira UE-39437
Change 3228177 on 2016/12/08 by Marc.Olano
Fix DCC sqrt(int) error
Change 3228285 on 2016/12/08 by Chris.Bunner
Back out changelist 3225449.
#jira UE-39528
Change 3228680 on 2016/12/09 by Gil.Gribb
Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3228940 on 2016/12/09 by Mark.Satterthwaite
Editor fixes for 4.15:
- PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again.
- Don't start render-passes without a valid render-target-array in MetalRHI.
Change 3228950 on 2016/12/09 by Mark.Satterthwaite
Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11.
- Fixed the Skeleton editor tree trying to access a widget before it has been constructed.
- Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation.
#jira UE-39256
Change 3229013 on 2016/12/09 by Mark.Satterthwaite
Further tidy up in SSkeletonTreeView as suggested by Nick.A.
Change 3229101 on 2016/12/09 by Chris.Bunner
Log compile error fix and updated cvar comments.
Change 3229236 on 2016/12/09 by Ben.Woodhouse
XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles
Change 3229430 on 2016/12/09 by Ben.Woodhouse
PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov)
Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster)
Change 3229580 on 2016/12/09 by Marcus.Wassmer
DepthBoundsTest for AMD.
Change 3229701 on 2016/12/09 by Michael.Trepka
Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2
Change 3229706 on 2016/12/09 by Chris.Bunner
Added GameUserSettings controls for HDR display output.
Removed Metal commandline as this should replace the need for it.
Change 3229774 on 2016/12/09 by Michael.Trepka
Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit.
Change 3229819 on 2016/12/09 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3229948 on 2016/12/09 by Rolando.Caloca
DR - Fix d3d debug error
#jira UE-39589
Change 3230341 on 2016/12/11 by Mark.Satterthwaite
Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled.
#jira UE-39613
Change 3230860 on 2016/12/12 by Marcus.Wassmer
Experimental Nvidia AFR support.
Change 3230930 on 2016/12/12 by Mark.Satterthwaite
Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function.
Change 3231252 on 2016/12/12 by Marcus.Wassmer
Fix NumGPU detection. (SLI only crash)
Change 3231486 on 2016/12/12 by Mark.Satterthwaite
Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers.
Change 3231661 on 2016/12/12 by Mark.Satterthwaite
Retain the RHI samplers in MetalRHI to guarantee lifetime.
[CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
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class SErrorText;
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2015-01-29 14:25:09 -05:00
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//////////////////////////////////////////////////////////////////////////
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// FProvision structure
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class FProvision
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{
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public:
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FString Name;
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FString FileName;
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FString Status;
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bool bDistribution;
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bool bSelected;
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bool bManuallySelected;
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};
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typedef TSharedPtr<class FProvision> ProvisionPtr;
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typedef TSharedPtr<TArray<ProvisionPtr>> ProvisionListPtr;
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//////////////////////////////////////////////////////////////////////////
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// FCertificate structure
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class FCertificate
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{
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public:
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FString Name;
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FString Status;
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FString Expires;
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bool bSelected;
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bool bManuallySelected;
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};
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typedef TSharedPtr<class FCertificate> CertificatePtr;
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typedef TSharedPtr<TArray<CertificatePtr>> CertificateListPtr;
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//////////////////////////////////////////////////////////////////////////
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// FIOSTargetSettingsCustomization
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class FIOSTargetSettingsCustomization : public IDetailCustomization
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{
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public:
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~FIOSTargetSettingsCustomization();
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// Makes a new instance of this detail layout class for a specific detail view requesting it
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static TSharedRef<IDetailCustomization> MakeInstance();
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// IDetailCustomization interface
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virtual void CustomizeDetails(IDetailLayoutBuilder& DetailLayout) override;
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// End of IDetailCustomization interface
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private:
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TArray<struct FPlatformIconInfo> IconNames;
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TArray<struct FPlatformIconInfo> LaunchImageNames;
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const FString EngineInfoPath;
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const FString GameInfoPath;
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const FString EngineGraphicsPath;
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const FString GameGraphicsPath;
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IDetailLayoutBuilder* SavedLayoutBuilder;
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// Is the manifest writable?
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TAttribute<bool> SetupForPlatformAttribute;
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2014-10-30 17:05:10 -04:00
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bool bProvisionInstalled;
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bool bCertificateInstalled;
|
2015-01-29 14:25:09 -05:00
|
|
|
bool bShowAllProvisions;
|
|
|
|
|
bool bShowAllCertificates;
|
2016-01-07 11:21:22 -05:00
|
|
|
bool bManuallySelected;
|
2014-10-30 17:05:10 -04:00
|
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|
|
2014-11-13 17:30:33 -05:00
|
|
|
TSharedPtr<FMonitoredProcess> IPPProcess;
|
2015-01-12 18:30:08 -05:00
|
|
|
FDelegateHandle TickerHandle;
|
2015-09-18 13:42:25 -04:00
|
|
|
TSharedPtr<TArray<ProvisionPtr>> ProvisionList;
|
2015-01-29 14:25:09 -05:00
|
|
|
TArray<ProvisionPtr> FilteredProvisionList;
|
|
|
|
|
TSharedPtr<SListView<ProvisionPtr> > ProvisionListView;
|
2015-01-30 10:53:52 -05:00
|
|
|
TSharedPtr<SWidgetSwitcher > ProvisionInfoSwitcher;
|
2015-10-02 14:24:38 -04:00
|
|
|
TSharedPtr<TArray<CertificatePtr>> CertificateList;
|
2015-01-29 14:25:09 -05:00
|
|
|
TArray<CertificatePtr> FilteredCertificateList;
|
|
|
|
|
TSharedPtr<SListView<CertificatePtr> > CertificateListView;
|
2015-01-30 10:53:52 -05:00
|
|
|
TSharedPtr<SWidgetSwitcher > CertificateInfoSwitcher;
|
2015-02-06 10:52:09 -05:00
|
|
|
TAttribute<bool> RunningIPPProcess;
|
2015-09-18 13:42:25 -04:00
|
|
|
TSharedPtr<IPropertyHandle> MobileProvisionProperty;
|
2015-10-02 14:24:38 -04:00
|
|
|
TSharedPtr<IPropertyHandle> SignCertificateProperty;
|
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3219796 on 2016/12/02 by Rolando.Caloca
DR - vk - Increase timeout to 60ms
Change 3219884 on 2016/12/02 by Daniel.Wright
Assert to help track down rare crash locking capsule indirect shadow vertex buffer
Change 3219885 on 2016/12/02 by Daniel.Wright
Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable'
Change 3219886 on 2016/12/02 by Daniel.Wright
Don't create projected shadows when r.ShadowQuality is 0
* Fixes crash in the forward path trying to render shadows
* In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped
Change 3219887 on 2016/12/02 by Daniel.Wright
Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing
Change 3219893 on 2016/12/02 by Daniel.Wright
AMD AGS library with approved TPS
Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below)
Change 3219913 on 2016/12/02 by Daniel.Wright
Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded
Change 3220029 on 2016/12/02 by Daniel.Wright
Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation).
* A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials
* Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials
* FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet
Change 3220108 on 2016/12/02 by Daniel.Wright
Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present
Change 3220504 on 2016/12/03 by Mark.Satterthwaite
Metal Desktop Tessellation support from Unicorn.
- Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4).
- Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant.
- Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation.
- Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding.
- Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default.
- Epic: Various fixes to Layered Rendering for Metal.
- Omits Mobile Tessellation support which needs further revision.
Change 3220881 on 2016/12/04 by Mark.Satterthwaite
Compiles fixes for iOS & static analysis fixes from Windows.
Change 3221180 on 2016/12/05 by Guillaume.Abadie
Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time.
Change 3221217 on 2016/12/05 by Chris.Bunner
More NVAPI warning fixups.
Change 3221219 on 2016/12/05 by Chris.Bunner
When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent.
#jira UE-37792
Change 3221220 on 2016/12/05 by Chris.Bunner
Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames.
#jira UE-35132
Change 3221221 on 2016/12/05 by Chris.Bunner
PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser)
#jira UE-35760
Change 3221223 on 2016/12/05 by Chris.Bunner
Default to include dev-code when compiling material preview stats.
#jira UE-20321
Change 3221534 on 2016/12/05 by Rolando.Caloca
DR - Added FDynamicRHI::GetName()
Change 3221833 on 2016/12/05 by Chris.Bunner
Set correct output extent on PostProcessUpscale (allows users to extend chain correctly).
#jira UE-36989
Change 3221852 on 2016/12/05 by Chris.Bunner
32-bit/ch EXR screenshot and frame dump output.
Fixed row increment bug in 128-bit/px surface format readback.
#jira UE-37962
Change 3222059 on 2016/12/05 by Rolando.Caloca
DR - vk - Fix memory type not found
Change 3222104 on 2016/12/05 by Rolando.Caloca
DR - Lambdaize
- Added quicker method to check if system textures are initialized
Change 3222290 on 2016/12/05 by Mark.Satterthwaite
Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist.
Change 3222864 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak when exiting
Change 3222873 on 2016/12/06 by Rolando.Caloca
DR - vk - Minor info to help track down leaks
Change 3222875 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak with VisualizeTexture
#jira UE-39360
Change 3223226 on 2016/12/06 by Chris.Bunner
Static analysis warning workaround.
Change 3223235 on 2016/12/06 by Ben.Woodhouse
Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D
Change 3223343 on 2016/12/06 by Chris.Bunner
Moved HLOD persistent data to viewstate to fix per-view compatability.
#jira UE-37539
Change 3223349 on 2016/12/06 by Chris.Bunner
Fixed HLOD with FreezeRendering command.
#jira UE-29839
Change 3223371 on 2016/12/06 by Michael.Trepka
Removed obsolete check() in FMetalSurface constructor
Change 3223450 on 2016/12/06 by Chris.Bunner
Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward.
Change 3223638 on 2016/12/06 by Michael.Trepka
Restored part of the check() in FMetalSurface constructor removed in CL 3223371
Change 3223642 on 2016/12/06 by Mark.Satterthwaite
Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet).
- Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs).
- Enable with -metaledr command-line argument as it is off-by-default.
- Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding.
Change 3223830 on 2016/12/06 by Rolando.Caloca
DR - vk - Better error when finding an invalid Vulkan driver
#jira UE-37495
Change 3223869 on 2016/12/06 by Rolando.Caloca
DR - vk - Reuse fences
Change 3223906 on 2016/12/06 by Guillaume.Abadie
Fix alpha through TempAA artifact causing a small darker edge layouts.
Change 3224199 on 2016/12/06 by Mark.Satterthwaite
Fix a dumb copy-paste error from the HDR changes to Metal.
Change 3224220 on 2016/12/06 by Mark.Satterthwaite
Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects.
- Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering.
Change 3224236 on 2016/12/06 by Mark.Satterthwaite
IWYU CIS compile fix for iOS.
Change 3224366 on 2016/12/06 by Mark.Satterthwaite
Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears.
- If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted.
- This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo.
Change 3224416 on 2016/12/06 by Uriel.Doyon
New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds.
Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives).
Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData.
Fix for material texture streaming data not being available on some cooked builds.
Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible).
This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting.
Forced residency are now loaded in two steps (visible, then forced), improving reactiveness.
Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them,
and also "LastRenderTimeMips" which related to timed primitives.
Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency.
"Texture Streaming Build" now updates the map check after execution.
Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic.
Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements.
Change 3224532 on 2016/12/07 by Uriel.Doyon
Integrated CL 3223965 :
Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
Added more options to allow the user to cancel this build also.
Change 3224714 on 2016/12/07 by Ben.Woodhouse
Cherry pick CL 3223972 from //fortnite/main:
Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms)
Change 3224715 on 2016/12/07 by Ben.Woodhouse
New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version
Change 3224975 on 2016/12/07 by Rolando.Caloca
DR - vk - Dump improvements
Change 3225012 on 2016/12/07 by Rolando.Caloca
DR - Show warning if trying to use num samples != (1,2,4,8,16)
Change 3225126 on 2016/12/07 by Chris.Bunner
Added 'force 128-bit rendering pipeline' to high-res screenshot tool.
#jira UE-39345
Change 3225449 on 2016/12/07 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3225485 on 2016/12/07 by Chris.Bunner
Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases.
#jira UE-19394
Change 3225486 on 2016/12/07 by Chris.Bunner
Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled.
Change 3225505 on 2016/12/07 by Daniel.Wright
Fixed exponential height fog disappearing with no skybox
Change 3225655 on 2016/12/07 by Benjamin.Hyder
Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting.
Change 3225668 on 2016/12/07 by Chris.Bunner
Dirty owning packages when user manually forces regeneration of all reflection captures.
#jira UE-38759
Change 3226139 on 2016/12/07 by Rolando.Caloca
DR - Fix recompute tangents disabling skin cache
- Make some macros into lambdas
#jira UE-39143
Change 3226212 on 2016/12/07 by Daniel.Wright
Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false
Change 3226213 on 2016/12/07 by Daniel.Wright
Scene Capture 2D can specify a global clip plane, which is useful for portals
* Requires the global clip plane project setting to be enabled
Change 3226214 on 2016/12/07 by Daniel.Wright
Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass
* If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used
* Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing
* Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost
* Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall
Change 3226258 on 2016/12/07 by Rolando.Caloca
DR - Typo fix
Change 3226259 on 2016/12/07 by Rolando.Caloca
DR - compile fix
#jira UE-39143
Change 3226932 on 2016/12/08 by Chris.Bunner
Re-saved Infiltrator maps to update reflection captures.
#jira UE-38759
Change 3227063 on 2016/12/08 by Mark.Satterthwaite
For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia.
#jira UE-37436
Change 3227120 on 2016/12/08 by Gil.Gribb
Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3227211 on 2016/12/08 by Arne.Schober
DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant.
Change 3227257 on 2016/12/08 by Marc.Olano
Extension to PseudoVolumeTexture for more flexible layout
Change by ryan.brucks
Change 3227286 on 2016/12/08 by Rolando.Caloca
DR - Fix crash when using custom expressions and using reserved keywords
#jira UE-39311
Change 3227376 on 2016/12/08 by Mark.Satterthwaite
Must not include a private header inside the MenuStack public header as that causes compile errors in plugins.
Change 3227415 on 2016/12/08 by Mark.Satterthwaite
Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering.
Change 3227516 on 2016/12/08 by Daniel.Wright
Implemented UWidgetComponent::GetUsedMaterials
Change 3227521 on 2016/12/08 by Guillaume.Abadie
Fixes post process volume's indirect lighting color.
#jira UE-38888
Change 3227567 on 2016/12/08 by Marc.Olano
New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask
Change 3227628 on 2016/12/08 by Daniel.Wright
Removed redundant ResolveSceneDepthTexture from the merge
Change 3227635 on 2016/12/08 by Daniel.Wright
Forward renderer supports shadowing from movable lights and light functions
* Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed
* Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned
Change 3227660 on 2016/12/08 by Rolando.Caloca
DR - vk - Fix r.MobileMSAA on Vulkan
- r.MobileMSAA is now read-only (to be fixed on 4.16)
- Show time for PSO creation hitches
#jira UE-39184
Change 3227704 on 2016/12/08 by Mark.Satterthwaite
Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms.
Change 3227705 on 2016/12/08 by Daniel.Wright
Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426)
Change 3227787 on 2016/12/08 by Chris.Bunner
Added extent clear to motion blur pass to catch misized buffers bringing in errors.
Added early out to clear call when excluded region matches RT region.
#jira UE-39437
Change 3228177 on 2016/12/08 by Marc.Olano
Fix DCC sqrt(int) error
Change 3228285 on 2016/12/08 by Chris.Bunner
Back out changelist 3225449.
#jira UE-39528
Change 3228680 on 2016/12/09 by Gil.Gribb
Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3228940 on 2016/12/09 by Mark.Satterthwaite
Editor fixes for 4.15:
- PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again.
- Don't start render-passes without a valid render-target-array in MetalRHI.
Change 3228950 on 2016/12/09 by Mark.Satterthwaite
Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11.
- Fixed the Skeleton editor tree trying to access a widget before it has been constructed.
- Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation.
#jira UE-39256
Change 3229013 on 2016/12/09 by Mark.Satterthwaite
Further tidy up in SSkeletonTreeView as suggested by Nick.A.
Change 3229101 on 2016/12/09 by Chris.Bunner
Log compile error fix and updated cvar comments.
Change 3229236 on 2016/12/09 by Ben.Woodhouse
XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles
Change 3229430 on 2016/12/09 by Ben.Woodhouse
PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov)
Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster)
Change 3229580 on 2016/12/09 by Marcus.Wassmer
DepthBoundsTest for AMD.
Change 3229701 on 2016/12/09 by Michael.Trepka
Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2
Change 3229706 on 2016/12/09 by Chris.Bunner
Added GameUserSettings controls for HDR display output.
Removed Metal commandline as this should replace the need for it.
Change 3229774 on 2016/12/09 by Michael.Trepka
Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit.
Change 3229819 on 2016/12/09 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3229948 on 2016/12/09 by Rolando.Caloca
DR - Fix d3d debug error
#jira UE-39589
Change 3230341 on 2016/12/11 by Mark.Satterthwaite
Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled.
#jira UE-39613
Change 3230860 on 2016/12/12 by Marcus.Wassmer
Experimental Nvidia AFR support.
Change 3230930 on 2016/12/12 by Mark.Satterthwaite
Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function.
Change 3231252 on 2016/12/12 by Marcus.Wassmer
Fix NumGPU detection. (SLI only crash)
Change 3231486 on 2016/12/12 by Mark.Satterthwaite
Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers.
Change 3231661 on 2016/12/12 by Mark.Satterthwaite
Retain the RHI samplers in MetalRHI to guarantee lifetime.
[CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
|
|
|
TSharedPtr<IPropertyHandle> ShaderVersionPropertyHandle;
|
|
|
|
|
TSharedPtr<IPropertyHandle> MinOSPropertyHandle;
|
|
|
|
|
TSharedPtr<IPropertyHandle> GLES2PropertyHandle;
|
2015-01-29 14:25:09 -05:00
|
|
|
|
|
|
|
|
FString SelectedProvision;
|
|
|
|
|
FString SelectedFile;
|
|
|
|
|
FString SelectedCert;
|
2014-11-13 17:30:33 -05:00
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
private:
|
|
|
|
|
FIOSTargetSettingsCustomization();
|
|
|
|
|
|
|
|
|
|
void BuildPListSection(IDetailLayoutBuilder& DetailLayout);
|
|
|
|
|
void BuildIconSection(IDetailLayoutBuilder& DetailLayout);
|
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3219796 on 2016/12/02 by Rolando.Caloca
DR - vk - Increase timeout to 60ms
Change 3219884 on 2016/12/02 by Daniel.Wright
Assert to help track down rare crash locking capsule indirect shadow vertex buffer
Change 3219885 on 2016/12/02 by Daniel.Wright
Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable'
Change 3219886 on 2016/12/02 by Daniel.Wright
Don't create projected shadows when r.ShadowQuality is 0
* Fixes crash in the forward path trying to render shadows
* In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped
Change 3219887 on 2016/12/02 by Daniel.Wright
Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing
Change 3219893 on 2016/12/02 by Daniel.Wright
AMD AGS library with approved TPS
Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below)
Change 3219913 on 2016/12/02 by Daniel.Wright
Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded
Change 3220029 on 2016/12/02 by Daniel.Wright
Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation).
* A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials
* Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials
* FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet
Change 3220108 on 2016/12/02 by Daniel.Wright
Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present
Change 3220504 on 2016/12/03 by Mark.Satterthwaite
Metal Desktop Tessellation support from Unicorn.
- Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4).
- Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant.
- Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation.
- Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding.
- Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default.
- Epic: Various fixes to Layered Rendering for Metal.
- Omits Mobile Tessellation support which needs further revision.
Change 3220881 on 2016/12/04 by Mark.Satterthwaite
Compiles fixes for iOS & static analysis fixes from Windows.
Change 3221180 on 2016/12/05 by Guillaume.Abadie
Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time.
Change 3221217 on 2016/12/05 by Chris.Bunner
More NVAPI warning fixups.
Change 3221219 on 2016/12/05 by Chris.Bunner
When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent.
#jira UE-37792
Change 3221220 on 2016/12/05 by Chris.Bunner
Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames.
#jira UE-35132
Change 3221221 on 2016/12/05 by Chris.Bunner
PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser)
#jira UE-35760
Change 3221223 on 2016/12/05 by Chris.Bunner
Default to include dev-code when compiling material preview stats.
#jira UE-20321
Change 3221534 on 2016/12/05 by Rolando.Caloca
DR - Added FDynamicRHI::GetName()
Change 3221833 on 2016/12/05 by Chris.Bunner
Set correct output extent on PostProcessUpscale (allows users to extend chain correctly).
#jira UE-36989
Change 3221852 on 2016/12/05 by Chris.Bunner
32-bit/ch EXR screenshot and frame dump output.
Fixed row increment bug in 128-bit/px surface format readback.
#jira UE-37962
Change 3222059 on 2016/12/05 by Rolando.Caloca
DR - vk - Fix memory type not found
Change 3222104 on 2016/12/05 by Rolando.Caloca
DR - Lambdaize
- Added quicker method to check if system textures are initialized
Change 3222290 on 2016/12/05 by Mark.Satterthwaite
Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist.
Change 3222864 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak when exiting
Change 3222873 on 2016/12/06 by Rolando.Caloca
DR - vk - Minor info to help track down leaks
Change 3222875 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak with VisualizeTexture
#jira UE-39360
Change 3223226 on 2016/12/06 by Chris.Bunner
Static analysis warning workaround.
Change 3223235 on 2016/12/06 by Ben.Woodhouse
Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D
Change 3223343 on 2016/12/06 by Chris.Bunner
Moved HLOD persistent data to viewstate to fix per-view compatability.
#jira UE-37539
Change 3223349 on 2016/12/06 by Chris.Bunner
Fixed HLOD with FreezeRendering command.
#jira UE-29839
Change 3223371 on 2016/12/06 by Michael.Trepka
Removed obsolete check() in FMetalSurface constructor
Change 3223450 on 2016/12/06 by Chris.Bunner
Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward.
Change 3223638 on 2016/12/06 by Michael.Trepka
Restored part of the check() in FMetalSurface constructor removed in CL 3223371
Change 3223642 on 2016/12/06 by Mark.Satterthwaite
Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet).
- Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs).
- Enable with -metaledr command-line argument as it is off-by-default.
- Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding.
Change 3223830 on 2016/12/06 by Rolando.Caloca
DR - vk - Better error when finding an invalid Vulkan driver
#jira UE-37495
Change 3223869 on 2016/12/06 by Rolando.Caloca
DR - vk - Reuse fences
Change 3223906 on 2016/12/06 by Guillaume.Abadie
Fix alpha through TempAA artifact causing a small darker edge layouts.
Change 3224199 on 2016/12/06 by Mark.Satterthwaite
Fix a dumb copy-paste error from the HDR changes to Metal.
Change 3224220 on 2016/12/06 by Mark.Satterthwaite
Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects.
- Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering.
Change 3224236 on 2016/12/06 by Mark.Satterthwaite
IWYU CIS compile fix for iOS.
Change 3224366 on 2016/12/06 by Mark.Satterthwaite
Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears.
- If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted.
- This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo.
Change 3224416 on 2016/12/06 by Uriel.Doyon
New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds.
Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives).
Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData.
Fix for material texture streaming data not being available on some cooked builds.
Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible).
This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting.
Forced residency are now loaded in two steps (visible, then forced), improving reactiveness.
Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them,
and also "LastRenderTimeMips" which related to timed primitives.
Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency.
"Texture Streaming Build" now updates the map check after execution.
Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic.
Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements.
Change 3224532 on 2016/12/07 by Uriel.Doyon
Integrated CL 3223965 :
Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
Added more options to allow the user to cancel this build also.
Change 3224714 on 2016/12/07 by Ben.Woodhouse
Cherry pick CL 3223972 from //fortnite/main:
Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms)
Change 3224715 on 2016/12/07 by Ben.Woodhouse
New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version
Change 3224975 on 2016/12/07 by Rolando.Caloca
DR - vk - Dump improvements
Change 3225012 on 2016/12/07 by Rolando.Caloca
DR - Show warning if trying to use num samples != (1,2,4,8,16)
Change 3225126 on 2016/12/07 by Chris.Bunner
Added 'force 128-bit rendering pipeline' to high-res screenshot tool.
#jira UE-39345
Change 3225449 on 2016/12/07 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3225485 on 2016/12/07 by Chris.Bunner
Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases.
#jira UE-19394
Change 3225486 on 2016/12/07 by Chris.Bunner
Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled.
Change 3225505 on 2016/12/07 by Daniel.Wright
Fixed exponential height fog disappearing with no skybox
Change 3225655 on 2016/12/07 by Benjamin.Hyder
Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting.
Change 3225668 on 2016/12/07 by Chris.Bunner
Dirty owning packages when user manually forces regeneration of all reflection captures.
#jira UE-38759
Change 3226139 on 2016/12/07 by Rolando.Caloca
DR - Fix recompute tangents disabling skin cache
- Make some macros into lambdas
#jira UE-39143
Change 3226212 on 2016/12/07 by Daniel.Wright
Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false
Change 3226213 on 2016/12/07 by Daniel.Wright
Scene Capture 2D can specify a global clip plane, which is useful for portals
* Requires the global clip plane project setting to be enabled
Change 3226214 on 2016/12/07 by Daniel.Wright
Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass
* If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used
* Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing
* Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost
* Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall
Change 3226258 on 2016/12/07 by Rolando.Caloca
DR - Typo fix
Change 3226259 on 2016/12/07 by Rolando.Caloca
DR - compile fix
#jira UE-39143
Change 3226932 on 2016/12/08 by Chris.Bunner
Re-saved Infiltrator maps to update reflection captures.
#jira UE-38759
Change 3227063 on 2016/12/08 by Mark.Satterthwaite
For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia.
#jira UE-37436
Change 3227120 on 2016/12/08 by Gil.Gribb
Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3227211 on 2016/12/08 by Arne.Schober
DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant.
Change 3227257 on 2016/12/08 by Marc.Olano
Extension to PseudoVolumeTexture for more flexible layout
Change by ryan.brucks
Change 3227286 on 2016/12/08 by Rolando.Caloca
DR - Fix crash when using custom expressions and using reserved keywords
#jira UE-39311
Change 3227376 on 2016/12/08 by Mark.Satterthwaite
Must not include a private header inside the MenuStack public header as that causes compile errors in plugins.
Change 3227415 on 2016/12/08 by Mark.Satterthwaite
Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering.
Change 3227516 on 2016/12/08 by Daniel.Wright
Implemented UWidgetComponent::GetUsedMaterials
Change 3227521 on 2016/12/08 by Guillaume.Abadie
Fixes post process volume's indirect lighting color.
#jira UE-38888
Change 3227567 on 2016/12/08 by Marc.Olano
New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask
Change 3227628 on 2016/12/08 by Daniel.Wright
Removed redundant ResolveSceneDepthTexture from the merge
Change 3227635 on 2016/12/08 by Daniel.Wright
Forward renderer supports shadowing from movable lights and light functions
* Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed
* Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned
Change 3227660 on 2016/12/08 by Rolando.Caloca
DR - vk - Fix r.MobileMSAA on Vulkan
- r.MobileMSAA is now read-only (to be fixed on 4.16)
- Show time for PSO creation hitches
#jira UE-39184
Change 3227704 on 2016/12/08 by Mark.Satterthwaite
Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms.
Change 3227705 on 2016/12/08 by Daniel.Wright
Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426)
Change 3227787 on 2016/12/08 by Chris.Bunner
Added extent clear to motion blur pass to catch misized buffers bringing in errors.
Added early out to clear call when excluded region matches RT region.
#jira UE-39437
Change 3228177 on 2016/12/08 by Marc.Olano
Fix DCC sqrt(int) error
Change 3228285 on 2016/12/08 by Chris.Bunner
Back out changelist 3225449.
#jira UE-39528
Change 3228680 on 2016/12/09 by Gil.Gribb
Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3228940 on 2016/12/09 by Mark.Satterthwaite
Editor fixes for 4.15:
- PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again.
- Don't start render-passes without a valid render-target-array in MetalRHI.
Change 3228950 on 2016/12/09 by Mark.Satterthwaite
Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11.
- Fixed the Skeleton editor tree trying to access a widget before it has been constructed.
- Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation.
#jira UE-39256
Change 3229013 on 2016/12/09 by Mark.Satterthwaite
Further tidy up in SSkeletonTreeView as suggested by Nick.A.
Change 3229101 on 2016/12/09 by Chris.Bunner
Log compile error fix and updated cvar comments.
Change 3229236 on 2016/12/09 by Ben.Woodhouse
XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles
Change 3229430 on 2016/12/09 by Ben.Woodhouse
PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov)
Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster)
Change 3229580 on 2016/12/09 by Marcus.Wassmer
DepthBoundsTest for AMD.
Change 3229701 on 2016/12/09 by Michael.Trepka
Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2
Change 3229706 on 2016/12/09 by Chris.Bunner
Added GameUserSettings controls for HDR display output.
Removed Metal commandline as this should replace the need for it.
Change 3229774 on 2016/12/09 by Michael.Trepka
Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit.
Change 3229819 on 2016/12/09 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3229948 on 2016/12/09 by Rolando.Caloca
DR - Fix d3d debug error
#jira UE-39589
Change 3230341 on 2016/12/11 by Mark.Satterthwaite
Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled.
#jira UE-39613
Change 3230860 on 2016/12/12 by Marcus.Wassmer
Experimental Nvidia AFR support.
Change 3230930 on 2016/12/12 by Mark.Satterthwaite
Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function.
Change 3231252 on 2016/12/12 by Marcus.Wassmer
Fix NumGPU detection. (SLI only crash)
Change 3231486 on 2016/12/12 by Mark.Satterthwaite
Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers.
Change 3231661 on 2016/12/12 by Mark.Satterthwaite
Retain the RHI samplers in MetalRHI to guarantee lifetime.
[CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
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void BuildRemoteBuildingSection(IDetailLayoutBuilder& DetailLayout);
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2014-03-14 14:13:41 -04:00
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// Navigates to the plist in explorer or finder
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FReply OpenPlistFolder();
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// Copies the setup files for the platform into the project
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void CopySetupFilesIntoProject();
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// Builds an image row
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void BuildImageRow(class IDetailLayoutBuilder& DetailLayout, class IDetailCategoryBuilder& Category, const struct FPlatformIconInfo& Info, const FVector2D& MaxDisplaySize);
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2014-10-30 17:05:10 -04:00
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// Install the provision
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FReply OnInstallProvisionClicked();
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// Install the provision
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FReply OnInstallCertificateClicked();
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// certificate request
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FReply OnCertificateRequestClicked();
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2015-03-16 10:01:04 -04:00
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// ssh key request
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FReply OnGenerateSSHKey();
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2014-10-30 17:05:10 -04:00
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// Get the image to display for the provision status
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const FSlateBrush* GetProvisionStatus() const;
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// Get the image to display for the certificate status
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const FSlateBrush* GetCertificateStatus() const;
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2015-01-29 14:25:09 -05:00
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// find the installed certificates and provisions
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void FindRequiredFiles();
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2014-10-30 17:05:10 -04:00
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// Update the provision status
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void UpdateStatus();
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2014-11-13 17:30:33 -05:00
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2015-03-16 10:01:04 -04:00
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// Update the ssh key status
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void UpdateSSHStatus();
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2014-11-13 17:30:33 -05:00
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// status tick delay
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bool UpdateStatusDelegate(float delay);
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2015-01-29 14:25:09 -05:00
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// handle provision list generate row
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TSharedRef<ITableRow> HandleProvisionListGenerateRow( ProvisionPtr Provision, const TSharedRef<STableViewBase>& OwnerTable );
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// handle certificate list generate row
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TSharedRef<ITableRow> HandleCertificateListGenerateRow( CertificatePtr Certificate, const TSharedRef<STableViewBase>& OwnerTable );
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// handle which set of provisions to view
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void HandleAllProvisionsHyperlinkNavigate( bool AllProvisions );
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// handle which set of provisions to view
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void HandleAllCertificatesHyperlinkNavigate( bool AllCertificates );
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// filter the lists based on the settings
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void FilterLists();
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// returns whether we are importing or not
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bool IsImportEnabled() const;
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Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177)
==========================
MAJOR FEATURES + CHANGES
==========================
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 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
#lockdown josh.adams
Change 2970373 on 2016/05/09 by Lee.Clark
PS4 - Fix NumInstances not getting reset after DrawIndirect calls
Change 2972873 on 2016/05/10 by Michael.Trepka
Correct initial position for SlateViewer windows on Mac
Change 2974363 on 2016/05/11 by Mark.Satterthwaite
Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect.
Change 2975921 on 2016/05/12 by Michael.Trepka
Removed unused AdjustWindowRegion declaration from LinuxWindow.h
#codereview Dmitry.Rekman
Change 2977002 on 2016/05/13 by Michael.Trepka
Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready
#codereview Ben.Marsh
Change 2977337 on 2016/05/13 by Brent.Pease
UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error
+ Prevent illegal characters from being entered in the packaging UI
+ Report an error from iPhonePackager if a illegal bundle id is specified
+ Convert special characters to XML equivalents
- Correctly check for the presence of iTunes 12 when packaging iOS games on Windows
- Improve ios certificate and provision message in package settings UI
#codereview peter.sauerbrei
Change 2977509 on 2016/05/13 by Brent.Pease
+ Fix mac compile error
Change 2978036 on 2016/05/14 by Mark.Satterthwaite
One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN.
#jira UE-30777
Change 2978037 on 2016/05/14 by Mark.Satterthwaite
Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago.
Change 2978333 on 2016/05/16 by Lee.Clark
Fix packaging of non-code projects when plugins are enabled
#codereview Peter.Sauerbrei
Change 2978780 on 2016/05/16 by Mark.Satterthwaite
Reduce temporary allocations required to set uniform parameters in Metal.
Change 2979680 on 2016/05/16 by Nick.Shin
editor's HTML5 platform settings was missing due to the emscripten SDK move
should have been included with CL: #2946251
Change 2979681 on 2016/05/16 by Nick.Shin
cleaned up websocket processing for HTML5
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 2979701 on 2016/05/16 by Brent.Pease
UE-28421 - Message box cannot be closed after accessing the home screen on iOS
+ Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution
Change 2980766 on 2016/05/17 by Jeremiah.Waldron
Adding Android build support for HarfBuzz
- using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them
- Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config>
Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly
#jira UE-28586
#codereview chris.babcock
Change 2980953 on 2016/05/17 by Jeremiah.Waldron
Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo
#jira UE-28586
Change 2981039 on 2016/05/17 by Jeff.Campeau
ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support)
Change 2981054 on 2016/05/17 by Jeff.Campeau
Enable Live OSS for Orion on Xbox One
Change 2981553 on 2016/05/18 by Jeff.Campeau
Enable Oodle for Xbox One
Change 2981555 on 2016/05/18 by Jeff.Campeau
Scalability settings for Xbox One
Change 2981774 on 2016/05/18 by Keith.Judge
Xbox One - Duplicating Movie Player fix from 4.12.
Change 2981789 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12.
Change 2981802 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12.
Change 2981875 on 2016/05/18 by Keith.Judge
Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12.
Change 2981900 on 2016/05/18 by Keith.Judge
Xbox One - D3D11Query refactor. Duplicated from 4.12
Change 2981945 on 2016/05/18 by Nick.Shin
filled out response headers for HTML5 platform
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 2981981 on 2016/05/18 by Lee.Clark
PS4 - Fix COTF not updating files
#codereview Daniel.Lamb
Change 2982246 on 2016/05/18 by Michael.Trepka
Fixed Mono compile errors in UT build scripts
Change 2983869 on 2016/05/19 by Mark.Satterthwaite
Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures.
#jira UE-29557
Change 2983871 on 2016/05/19 by Mark.Satterthwaite
Pool Metal texture update buffers to reduce churn.
Change 2983892 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors.
Change 2983898 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
Change 2983911 on 2016/05/19 by Mark.Satterthwaite
Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen.
Change 2983916 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected.
Change 2984874 on 2016/05/20 by Keith.Judge
Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps.
#jira UEPLAT-1295
Change 2985446 on 2016/05/20 by Mark.Satterthwaite
Remove the non-functional -metaldebug option from MetalRHI.
Change 2985827 on 2016/05/20 by Nick.Shin
call EndSession() onbeforeunload()
note: API CHANGE
- HTML5JavaScripteFx.{js,h}
- UE_MakeHTTPDataRequest()
#jira UE-22285 - Session End events are not generated for HTML5
Change 2986013 on 2016/05/20 by Jeremiah.Waldron
PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio)
Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo
Pulled from Release-4.12 CL
#jira UE-30782
#codereview chris.babcock, Peter.Sauerbrei
Change 2986057 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
Change 2986059 on 2016/05/20 by Mark.Satterthwaite
Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes).
Change 2986060 on 2016/05/20 by Mark.Satterthwaite
Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level.
Change 2986063 on 2016/05/20 by Mark.Satterthwaite
Missing change from previous CL.
Change 2986066 on 2016/05/20 by Mark.Satterthwaite
More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame.
Change 2986455 on 2016/05/23 by Keith.Judge
Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler.
Change 2986886 on 2016/05/23 by Mark.Satterthwaite
Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
Change 2986955 on 2016/05/23 by Brent.Pease
+ Do not error out if "[PROJECT_NAME]" is in the bundle ID
#codereview peter.sauerbrei
Change 2987304 on 2016/05/23 by Chris.Babcock
Remove old Android platforms
#ue4
#android
#codeview Josh.Adams
Change 2987571 on 2016/05/23 by Mark.Satterthwaite
Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
#jira UE-31111
Change 2987591 on 2016/05/23 by Mark.Satterthwaite
Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5.
Change 2987679 on 2016/05/23 by Mark.Satterthwaite
Re-enable tiled reflections on Nvidia by default now that they work.
Change 2987799 on 2016/05/24 by Mark.Satterthwaite
Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac).
Change 2989395 on 2016/05/25 by Lee.Clark
PS4 - Fix shader output / render target format mismatch for sparse MRT.
Change 2990003 on 2016/05/25 by Jeremiah.Waldron
When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function.
Change 2990393 on 2016/05/25 by Mark.Satterthwaite
Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal...
Change 2990516 on 2016/05/25 by Brent.Pease
+ UEPLAT-1294 - Support for local notifications
+ UEPLAT-1254 - Add BP event for device orientation change
+ Added a new class based on UGameInstance for mobile device callbacks
+ Ensured IOSAppDelegate.cpp follows convention for lambda functions
Change 2991361 on 2016/05/26 by Jeremiah.Waldron
Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it
Change 2992450 on 2016/05/27 by Mark.Satterthwaite
Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders.
Change 2993027 on 2016/05/27 by Mark.Satterthwaite
Fix typo for new CFLAG_BoundsChecking enumeration value.
Change 2993594 on 2016/05/27 by Mark.Satterthwaite
Build fix - check not assert...
Change 2993595 on 2016/05/27 by Mark.Satterthwaite
Fix typo from Xcode hang...
Change 2993614 on 2016/05/28 by Mark.Satterthwaite
At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers.
Change 2993747 on 2016/05/28 by Mark.Satterthwaite
Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used.
Change 2994256 on 2016/05/31 by Lee.Clark
PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working.
#codereview Chad.Taylor,Aaron.McLeran
Change 2994281 on 2016/05/31 by Rolando.Caloca
DP - Allow hlslcc to process type casts containing the 'const' keyword
- it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile.
#codereview Mark.Satterthwaite, Dmitry.Rekman
#jira UE-31411
Change 2994467 on 2016/05/31 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 2994493 on 2016/05/31 by Daniel.Lamb
Fixed issue with DDC commandlet not caching things from the startup packages list.
Change 2994644 on 2016/05/31 by Mark.Satterthwaite
Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project.
Change 2996074 on 2016/06/01 by Lee.Clark
PS4 - Fix GS mode not getting disabled when using parallel contexts.
#codereview Marcus.Wassmer
Change 2996129 on 2016/06/01 by Brent.Pease
Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch.
Change 2996130 on 2016/06/01 by Jeremiah.Waldron
PR #2387 part 2 (Contributed by gameDNAstudio)
Adding ability to consume purchases during GooglePlay RestorePurchases
This also touches IOS due to changes to base classes and function signatures
#codereview chris.babcock, Peter.Sauerbrei
Change 2996441 on 2016/06/01 by Jeremiah.Waldron
Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio)
Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function.
#codereview chris.babcock
Change 2996514 on 2016/06/01 by Jeff.Campeau
Fix merge issue from main
#jira UE-31502
Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick
https://jira.ol.epicgames.net/browse/UE-31446
Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed.
Renamed handleReserveFailed to handleReserveFailedLightweight
Change 2997235 on 2016/06/01 by Jeremiah.Waldron
RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node.
The IAP product in Match3 is non-consumable so just passing an empty array where necessary
Change 2997241 on 2016/06/01 by Jeremiah.Waldron
OnlineSubsystemGameCircle Plugin
- Leaderboards
- Achievements
- Friends
- IAP
- External UI Interface
- Runtime Settings in Project Settings Plugin section when plugin is enabled
- Disabled by default
#jira UEPLAT-105
#codereview chris.babcock
Change 2997618 on 2016/06/02 by Lee.Clark
#UE4Docs: Removed PS4MapFileUtil info
Change 2997840 on 2016/06/02 by Jeremiah.Waldron
Removing trace logging from OnlineSubsystemGameCircle_APL
Change 2998754 on 2016/06/02 by Brent.Pease
Change BlueprintMobileLibrary to BlueprintPlatformLibrary
Change 3000762 on 2016/06/03 by Jeff.Campeau
Add example rating info to ShooterGame
Change 3001037 on 2016/06/04 by Brent.Pease
+ Add ui screens for delegate test, local notification test, and iap test
+ Implement delegate test
Change 3001250 on 2016/06/05 by Brent.Pease
+ Initial pass at IAP test screen
Change 3001639 on 2016/06/06 by Jeff.Campeau
Fix Xbox One build issue with DX12
#codereview Zabir.Hoque
Change 3002574 on 2016/06/06 by Jeremiah.Waldron
Adding Android Install Location to Android platform runtime settings and manifest generation
Change 3002780 on 2016/06/06 by Brent.Pease
+ Initial implementation of local notification test
Change 3003005 on 2016/06/06 by Jeremiah.Waldron
OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute
Change 3004392 on 2016/06/07 by Jeremiah.Waldron
Fixing typo in APL comment :)
Change 3005768 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3005929 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3006151 on 2016/06/08 by Peter.Sauerbrei
fix for LocalNotifications not available on TVOS
#lockdown josh.adams
Change 3006183 on 2016/06/08 by Brent.Pease
Manual merge CL#3000242 from Release-4.12 into Dev-Platform
#lockdown josh.adams
Change 3006296 on 2016/06/08 by Peter.Sauerbrei
submit an updated iPhonePackager and support DLLs
#lockdown josh.adams
Change 3006378 on 2016/06/08 by Peter.Sauerbrei
fix for API update to RestorePurchases
#codereview brent.pease
#lockdown josh.adams
#lockdown nick.penwarden
[CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
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// updates the bundle identifier if it is valid and checks for a matching provision/certificate
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2015-02-06 10:52:09 -05:00
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void OnBundleIdentifierChanged(const FText& NewText, ETextCommit::Type, TSharedRef<IPropertyHandle> InPropertyHandle);
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Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177)
==========================
MAJOR FEATURES + CHANGES
==========================
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 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
#lockdown josh.adams
Change 2970373 on 2016/05/09 by Lee.Clark
PS4 - Fix NumInstances not getting reset after DrawIndirect calls
Change 2972873 on 2016/05/10 by Michael.Trepka
Correct initial position for SlateViewer windows on Mac
Change 2974363 on 2016/05/11 by Mark.Satterthwaite
Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect.
Change 2975921 on 2016/05/12 by Michael.Trepka
Removed unused AdjustWindowRegion declaration from LinuxWindow.h
#codereview Dmitry.Rekman
Change 2977002 on 2016/05/13 by Michael.Trepka
Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready
#codereview Ben.Marsh
Change 2977337 on 2016/05/13 by Brent.Pease
UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error
+ Prevent illegal characters from being entered in the packaging UI
+ Report an error from iPhonePackager if a illegal bundle id is specified
+ Convert special characters to XML equivalents
- Correctly check for the presence of iTunes 12 when packaging iOS games on Windows
- Improve ios certificate and provision message in package settings UI
#codereview peter.sauerbrei
Change 2977509 on 2016/05/13 by Brent.Pease
+ Fix mac compile error
Change 2978036 on 2016/05/14 by Mark.Satterthwaite
One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN.
#jira UE-30777
Change 2978037 on 2016/05/14 by Mark.Satterthwaite
Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago.
Change 2978333 on 2016/05/16 by Lee.Clark
Fix packaging of non-code projects when plugins are enabled
#codereview Peter.Sauerbrei
Change 2978780 on 2016/05/16 by Mark.Satterthwaite
Reduce temporary allocations required to set uniform parameters in Metal.
Change 2979680 on 2016/05/16 by Nick.Shin
editor's HTML5 platform settings was missing due to the emscripten SDK move
should have been included with CL: #2946251
Change 2979681 on 2016/05/16 by Nick.Shin
cleaned up websocket processing for HTML5
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 2979701 on 2016/05/16 by Brent.Pease
UE-28421 - Message box cannot be closed after accessing the home screen on iOS
+ Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution
Change 2980766 on 2016/05/17 by Jeremiah.Waldron
Adding Android build support for HarfBuzz
- using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them
- Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config>
Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly
#jira UE-28586
#codereview chris.babcock
Change 2980953 on 2016/05/17 by Jeremiah.Waldron
Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo
#jira UE-28586
Change 2981039 on 2016/05/17 by Jeff.Campeau
ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support)
Change 2981054 on 2016/05/17 by Jeff.Campeau
Enable Live OSS for Orion on Xbox One
Change 2981553 on 2016/05/18 by Jeff.Campeau
Enable Oodle for Xbox One
Change 2981555 on 2016/05/18 by Jeff.Campeau
Scalability settings for Xbox One
Change 2981774 on 2016/05/18 by Keith.Judge
Xbox One - Duplicating Movie Player fix from 4.12.
Change 2981789 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12.
Change 2981802 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12.
Change 2981875 on 2016/05/18 by Keith.Judge
Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12.
Change 2981900 on 2016/05/18 by Keith.Judge
Xbox One - D3D11Query refactor. Duplicated from 4.12
Change 2981945 on 2016/05/18 by Nick.Shin
filled out response headers for HTML5 platform
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 2981981 on 2016/05/18 by Lee.Clark
PS4 - Fix COTF not updating files
#codereview Daniel.Lamb
Change 2982246 on 2016/05/18 by Michael.Trepka
Fixed Mono compile errors in UT build scripts
Change 2983869 on 2016/05/19 by Mark.Satterthwaite
Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures.
#jira UE-29557
Change 2983871 on 2016/05/19 by Mark.Satterthwaite
Pool Metal texture update buffers to reduce churn.
Change 2983892 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors.
Change 2983898 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
Change 2983911 on 2016/05/19 by Mark.Satterthwaite
Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen.
Change 2983916 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected.
Change 2984874 on 2016/05/20 by Keith.Judge
Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps.
#jira UEPLAT-1295
Change 2985446 on 2016/05/20 by Mark.Satterthwaite
Remove the non-functional -metaldebug option from MetalRHI.
Change 2985827 on 2016/05/20 by Nick.Shin
call EndSession() onbeforeunload()
note: API CHANGE
- HTML5JavaScripteFx.{js,h}
- UE_MakeHTTPDataRequest()
#jira UE-22285 - Session End events are not generated for HTML5
Change 2986013 on 2016/05/20 by Jeremiah.Waldron
PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio)
Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo
Pulled from Release-4.12 CL
#jira UE-30782
#codereview chris.babcock, Peter.Sauerbrei
Change 2986057 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
Change 2986059 on 2016/05/20 by Mark.Satterthwaite
Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes).
Change 2986060 on 2016/05/20 by Mark.Satterthwaite
Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level.
Change 2986063 on 2016/05/20 by Mark.Satterthwaite
Missing change from previous CL.
Change 2986066 on 2016/05/20 by Mark.Satterthwaite
More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame.
Change 2986455 on 2016/05/23 by Keith.Judge
Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler.
Change 2986886 on 2016/05/23 by Mark.Satterthwaite
Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
Change 2986955 on 2016/05/23 by Brent.Pease
+ Do not error out if "[PROJECT_NAME]" is in the bundle ID
#codereview peter.sauerbrei
Change 2987304 on 2016/05/23 by Chris.Babcock
Remove old Android platforms
#ue4
#android
#codeview Josh.Adams
Change 2987571 on 2016/05/23 by Mark.Satterthwaite
Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
#jira UE-31111
Change 2987591 on 2016/05/23 by Mark.Satterthwaite
Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5.
Change 2987679 on 2016/05/23 by Mark.Satterthwaite
Re-enable tiled reflections on Nvidia by default now that they work.
Change 2987799 on 2016/05/24 by Mark.Satterthwaite
Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac).
Change 2989395 on 2016/05/25 by Lee.Clark
PS4 - Fix shader output / render target format mismatch for sparse MRT.
Change 2990003 on 2016/05/25 by Jeremiah.Waldron
When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function.
Change 2990393 on 2016/05/25 by Mark.Satterthwaite
Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal...
Change 2990516 on 2016/05/25 by Brent.Pease
+ UEPLAT-1294 - Support for local notifications
+ UEPLAT-1254 - Add BP event for device orientation change
+ Added a new class based on UGameInstance for mobile device callbacks
+ Ensured IOSAppDelegate.cpp follows convention for lambda functions
Change 2991361 on 2016/05/26 by Jeremiah.Waldron
Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it
Change 2992450 on 2016/05/27 by Mark.Satterthwaite
Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders.
Change 2993027 on 2016/05/27 by Mark.Satterthwaite
Fix typo for new CFLAG_BoundsChecking enumeration value.
Change 2993594 on 2016/05/27 by Mark.Satterthwaite
Build fix - check not assert...
Change 2993595 on 2016/05/27 by Mark.Satterthwaite
Fix typo from Xcode hang...
Change 2993614 on 2016/05/28 by Mark.Satterthwaite
At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers.
Change 2993747 on 2016/05/28 by Mark.Satterthwaite
Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used.
Change 2994256 on 2016/05/31 by Lee.Clark
PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working.
#codereview Chad.Taylor,Aaron.McLeran
Change 2994281 on 2016/05/31 by Rolando.Caloca
DP - Allow hlslcc to process type casts containing the 'const' keyword
- it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile.
#codereview Mark.Satterthwaite, Dmitry.Rekman
#jira UE-31411
Change 2994467 on 2016/05/31 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 2994493 on 2016/05/31 by Daniel.Lamb
Fixed issue with DDC commandlet not caching things from the startup packages list.
Change 2994644 on 2016/05/31 by Mark.Satterthwaite
Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project.
Change 2996074 on 2016/06/01 by Lee.Clark
PS4 - Fix GS mode not getting disabled when using parallel contexts.
#codereview Marcus.Wassmer
Change 2996129 on 2016/06/01 by Brent.Pease
Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch.
Change 2996130 on 2016/06/01 by Jeremiah.Waldron
PR #2387 part 2 (Contributed by gameDNAstudio)
Adding ability to consume purchases during GooglePlay RestorePurchases
This also touches IOS due to changes to base classes and function signatures
#codereview chris.babcock, Peter.Sauerbrei
Change 2996441 on 2016/06/01 by Jeremiah.Waldron
Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio)
Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function.
#codereview chris.babcock
Change 2996514 on 2016/06/01 by Jeff.Campeau
Fix merge issue from main
#jira UE-31502
Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick
https://jira.ol.epicgames.net/browse/UE-31446
Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed.
Renamed handleReserveFailed to handleReserveFailedLightweight
Change 2997235 on 2016/06/01 by Jeremiah.Waldron
RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node.
The IAP product in Match3 is non-consumable so just passing an empty array where necessary
Change 2997241 on 2016/06/01 by Jeremiah.Waldron
OnlineSubsystemGameCircle Plugin
- Leaderboards
- Achievements
- Friends
- IAP
- External UI Interface
- Runtime Settings in Project Settings Plugin section when plugin is enabled
- Disabled by default
#jira UEPLAT-105
#codereview chris.babcock
Change 2997618 on 2016/06/02 by Lee.Clark
#UE4Docs: Removed PS4MapFileUtil info
Change 2997840 on 2016/06/02 by Jeremiah.Waldron
Removing trace logging from OnlineSubsystemGameCircle_APL
Change 2998754 on 2016/06/02 by Brent.Pease
Change BlueprintMobileLibrary to BlueprintPlatformLibrary
Change 3000762 on 2016/06/03 by Jeff.Campeau
Add example rating info to ShooterGame
Change 3001037 on 2016/06/04 by Brent.Pease
+ Add ui screens for delegate test, local notification test, and iap test
+ Implement delegate test
Change 3001250 on 2016/06/05 by Brent.Pease
+ Initial pass at IAP test screen
Change 3001639 on 2016/06/06 by Jeff.Campeau
Fix Xbox One build issue with DX12
#codereview Zabir.Hoque
Change 3002574 on 2016/06/06 by Jeremiah.Waldron
Adding Android Install Location to Android platform runtime settings and manifest generation
Change 3002780 on 2016/06/06 by Brent.Pease
+ Initial implementation of local notification test
Change 3003005 on 2016/06/06 by Jeremiah.Waldron
OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute
Change 3004392 on 2016/06/07 by Jeremiah.Waldron
Fixing typo in APL comment :)
Change 3005768 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3005929 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3006151 on 2016/06/08 by Peter.Sauerbrei
fix for LocalNotifications not available on TVOS
#lockdown josh.adams
Change 3006183 on 2016/06/08 by Brent.Pease
Manual merge CL#3000242 from Release-4.12 into Dev-Platform
#lockdown josh.adams
Change 3006296 on 2016/06/08 by Peter.Sauerbrei
submit an updated iPhonePackager and support DLLs
#lockdown josh.adams
Change 3006378 on 2016/06/08 by Peter.Sauerbrei
fix for API update to RestorePurchases
#codereview brent.pease
#lockdown josh.adams
#lockdown nick.penwarden
[CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
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// posts an error if the bundle identifier has become invalid
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void OnBundleIdentifierTextChanged(const FText& NewText, ETextCommit::Type, TSharedRef<IPropertyHandle> InPropertyHandle);
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// returns true if the given string is a valid bundle identifier
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bool IsBundleIdentifierValid(const FString& inIdentifier);
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2015-03-16 10:01:04 -04:00
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// updates the text in the ini file and checks for a valid provision/certificate
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void OnRemoteServerChanged(const FText& NewText, ETextCommit::Type, TSharedRef<IPropertyHandle> InPropertyHandle);
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2015-09-18 13:42:25 -04:00
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void HandleProvisionChanged(FString Provision);
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2015-10-02 14:24:38 -04:00
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void HandleCertificateChanged(FString Certificate);
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3219796 on 2016/12/02 by Rolando.Caloca
DR - vk - Increase timeout to 60ms
Change 3219884 on 2016/12/02 by Daniel.Wright
Assert to help track down rare crash locking capsule indirect shadow vertex buffer
Change 3219885 on 2016/12/02 by Daniel.Wright
Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable'
Change 3219886 on 2016/12/02 by Daniel.Wright
Don't create projected shadows when r.ShadowQuality is 0
* Fixes crash in the forward path trying to render shadows
* In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped
Change 3219887 on 2016/12/02 by Daniel.Wright
Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing
Change 3219893 on 2016/12/02 by Daniel.Wright
AMD AGS library with approved TPS
Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below)
Change 3219913 on 2016/12/02 by Daniel.Wright
Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded
Change 3220029 on 2016/12/02 by Daniel.Wright
Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation).
* A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials
* Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials
* FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet
Change 3220108 on 2016/12/02 by Daniel.Wright
Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present
Change 3220504 on 2016/12/03 by Mark.Satterthwaite
Metal Desktop Tessellation support from Unicorn.
- Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4).
- Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant.
- Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation.
- Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding.
- Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default.
- Epic: Various fixes to Layered Rendering for Metal.
- Omits Mobile Tessellation support which needs further revision.
Change 3220881 on 2016/12/04 by Mark.Satterthwaite
Compiles fixes for iOS & static analysis fixes from Windows.
Change 3221180 on 2016/12/05 by Guillaume.Abadie
Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time.
Change 3221217 on 2016/12/05 by Chris.Bunner
More NVAPI warning fixups.
Change 3221219 on 2016/12/05 by Chris.Bunner
When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent.
#jira UE-37792
Change 3221220 on 2016/12/05 by Chris.Bunner
Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames.
#jira UE-35132
Change 3221221 on 2016/12/05 by Chris.Bunner
PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser)
#jira UE-35760
Change 3221223 on 2016/12/05 by Chris.Bunner
Default to include dev-code when compiling material preview stats.
#jira UE-20321
Change 3221534 on 2016/12/05 by Rolando.Caloca
DR - Added FDynamicRHI::GetName()
Change 3221833 on 2016/12/05 by Chris.Bunner
Set correct output extent on PostProcessUpscale (allows users to extend chain correctly).
#jira UE-36989
Change 3221852 on 2016/12/05 by Chris.Bunner
32-bit/ch EXR screenshot and frame dump output.
Fixed row increment bug in 128-bit/px surface format readback.
#jira UE-37962
Change 3222059 on 2016/12/05 by Rolando.Caloca
DR - vk - Fix memory type not found
Change 3222104 on 2016/12/05 by Rolando.Caloca
DR - Lambdaize
- Added quicker method to check if system textures are initialized
Change 3222290 on 2016/12/05 by Mark.Satterthwaite
Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist.
Change 3222864 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak when exiting
Change 3222873 on 2016/12/06 by Rolando.Caloca
DR - vk - Minor info to help track down leaks
Change 3222875 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak with VisualizeTexture
#jira UE-39360
Change 3223226 on 2016/12/06 by Chris.Bunner
Static analysis warning workaround.
Change 3223235 on 2016/12/06 by Ben.Woodhouse
Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D
Change 3223343 on 2016/12/06 by Chris.Bunner
Moved HLOD persistent data to viewstate to fix per-view compatability.
#jira UE-37539
Change 3223349 on 2016/12/06 by Chris.Bunner
Fixed HLOD with FreezeRendering command.
#jira UE-29839
Change 3223371 on 2016/12/06 by Michael.Trepka
Removed obsolete check() in FMetalSurface constructor
Change 3223450 on 2016/12/06 by Chris.Bunner
Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward.
Change 3223638 on 2016/12/06 by Michael.Trepka
Restored part of the check() in FMetalSurface constructor removed in CL 3223371
Change 3223642 on 2016/12/06 by Mark.Satterthwaite
Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet).
- Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs).
- Enable with -metaledr command-line argument as it is off-by-default.
- Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding.
Change 3223830 on 2016/12/06 by Rolando.Caloca
DR - vk - Better error when finding an invalid Vulkan driver
#jira UE-37495
Change 3223869 on 2016/12/06 by Rolando.Caloca
DR - vk - Reuse fences
Change 3223906 on 2016/12/06 by Guillaume.Abadie
Fix alpha through TempAA artifact causing a small darker edge layouts.
Change 3224199 on 2016/12/06 by Mark.Satterthwaite
Fix a dumb copy-paste error from the HDR changes to Metal.
Change 3224220 on 2016/12/06 by Mark.Satterthwaite
Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects.
- Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering.
Change 3224236 on 2016/12/06 by Mark.Satterthwaite
IWYU CIS compile fix for iOS.
Change 3224366 on 2016/12/06 by Mark.Satterthwaite
Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears.
- If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted.
- This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo.
Change 3224416 on 2016/12/06 by Uriel.Doyon
New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds.
Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives).
Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData.
Fix for material texture streaming data not being available on some cooked builds.
Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible).
This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting.
Forced residency are now loaded in two steps (visible, then forced), improving reactiveness.
Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them,
and also "LastRenderTimeMips" which related to timed primitives.
Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency.
"Texture Streaming Build" now updates the map check after execution.
Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic.
Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements.
Change 3224532 on 2016/12/07 by Uriel.Doyon
Integrated CL 3223965 :
Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
Added more options to allow the user to cancel this build also.
Change 3224714 on 2016/12/07 by Ben.Woodhouse
Cherry pick CL 3223972 from //fortnite/main:
Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms)
Change 3224715 on 2016/12/07 by Ben.Woodhouse
New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version
Change 3224975 on 2016/12/07 by Rolando.Caloca
DR - vk - Dump improvements
Change 3225012 on 2016/12/07 by Rolando.Caloca
DR - Show warning if trying to use num samples != (1,2,4,8,16)
Change 3225126 on 2016/12/07 by Chris.Bunner
Added 'force 128-bit rendering pipeline' to high-res screenshot tool.
#jira UE-39345
Change 3225449 on 2016/12/07 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3225485 on 2016/12/07 by Chris.Bunner
Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases.
#jira UE-19394
Change 3225486 on 2016/12/07 by Chris.Bunner
Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled.
Change 3225505 on 2016/12/07 by Daniel.Wright
Fixed exponential height fog disappearing with no skybox
Change 3225655 on 2016/12/07 by Benjamin.Hyder
Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting.
Change 3225668 on 2016/12/07 by Chris.Bunner
Dirty owning packages when user manually forces regeneration of all reflection captures.
#jira UE-38759
Change 3226139 on 2016/12/07 by Rolando.Caloca
DR - Fix recompute tangents disabling skin cache
- Make some macros into lambdas
#jira UE-39143
Change 3226212 on 2016/12/07 by Daniel.Wright
Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false
Change 3226213 on 2016/12/07 by Daniel.Wright
Scene Capture 2D can specify a global clip plane, which is useful for portals
* Requires the global clip plane project setting to be enabled
Change 3226214 on 2016/12/07 by Daniel.Wright
Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass
* If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used
* Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing
* Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost
* Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall
Change 3226258 on 2016/12/07 by Rolando.Caloca
DR - Typo fix
Change 3226259 on 2016/12/07 by Rolando.Caloca
DR - compile fix
#jira UE-39143
Change 3226932 on 2016/12/08 by Chris.Bunner
Re-saved Infiltrator maps to update reflection captures.
#jira UE-38759
Change 3227063 on 2016/12/08 by Mark.Satterthwaite
For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia.
#jira UE-37436
Change 3227120 on 2016/12/08 by Gil.Gribb
Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3227211 on 2016/12/08 by Arne.Schober
DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant.
Change 3227257 on 2016/12/08 by Marc.Olano
Extension to PseudoVolumeTexture for more flexible layout
Change by ryan.brucks
Change 3227286 on 2016/12/08 by Rolando.Caloca
DR - Fix crash when using custom expressions and using reserved keywords
#jira UE-39311
Change 3227376 on 2016/12/08 by Mark.Satterthwaite
Must not include a private header inside the MenuStack public header as that causes compile errors in plugins.
Change 3227415 on 2016/12/08 by Mark.Satterthwaite
Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering.
Change 3227516 on 2016/12/08 by Daniel.Wright
Implemented UWidgetComponent::GetUsedMaterials
Change 3227521 on 2016/12/08 by Guillaume.Abadie
Fixes post process volume's indirect lighting color.
#jira UE-38888
Change 3227567 on 2016/12/08 by Marc.Olano
New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask
Change 3227628 on 2016/12/08 by Daniel.Wright
Removed redundant ResolveSceneDepthTexture from the merge
Change 3227635 on 2016/12/08 by Daniel.Wright
Forward renderer supports shadowing from movable lights and light functions
* Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed
* Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned
Change 3227660 on 2016/12/08 by Rolando.Caloca
DR - vk - Fix r.MobileMSAA on Vulkan
- r.MobileMSAA is now read-only (to be fixed on 4.16)
- Show time for PSO creation hitches
#jira UE-39184
Change 3227704 on 2016/12/08 by Mark.Satterthwaite
Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms.
Change 3227705 on 2016/12/08 by Daniel.Wright
Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426)
Change 3227787 on 2016/12/08 by Chris.Bunner
Added extent clear to motion blur pass to catch misized buffers bringing in errors.
Added early out to clear call when excluded region matches RT region.
#jira UE-39437
Change 3228177 on 2016/12/08 by Marc.Olano
Fix DCC sqrt(int) error
Change 3228285 on 2016/12/08 by Chris.Bunner
Back out changelist 3225449.
#jira UE-39528
Change 3228680 on 2016/12/09 by Gil.Gribb
Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3228940 on 2016/12/09 by Mark.Satterthwaite
Editor fixes for 4.15:
- PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again.
- Don't start render-passes without a valid render-target-array in MetalRHI.
Change 3228950 on 2016/12/09 by Mark.Satterthwaite
Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11.
- Fixed the Skeleton editor tree trying to access a widget before it has been constructed.
- Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation.
#jira UE-39256
Change 3229013 on 2016/12/09 by Mark.Satterthwaite
Further tidy up in SSkeletonTreeView as suggested by Nick.A.
Change 3229101 on 2016/12/09 by Chris.Bunner
Log compile error fix and updated cvar comments.
Change 3229236 on 2016/12/09 by Ben.Woodhouse
XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles
Change 3229430 on 2016/12/09 by Ben.Woodhouse
PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov)
Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster)
Change 3229580 on 2016/12/09 by Marcus.Wassmer
DepthBoundsTest for AMD.
Change 3229701 on 2016/12/09 by Michael.Trepka
Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2
Change 3229706 on 2016/12/09 by Chris.Bunner
Added GameUserSettings controls for HDR display output.
Removed Metal commandline as this should replace the need for it.
Change 3229774 on 2016/12/09 by Michael.Trepka
Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit.
Change 3229819 on 2016/12/09 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3229948 on 2016/12/09 by Rolando.Caloca
DR - Fix d3d debug error
#jira UE-39589
Change 3230341 on 2016/12/11 by Mark.Satterthwaite
Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled.
#jira UE-39613
Change 3230860 on 2016/12/12 by Marcus.Wassmer
Experimental Nvidia AFR support.
Change 3230930 on 2016/12/12 by Mark.Satterthwaite
Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function.
Change 3231252 on 2016/12/12 by Marcus.Wassmer
Fix NumGPU detection. (SLI only crash)
Change 3231486 on 2016/12/12 by Mark.Satterthwaite
Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers.
Change 3231661 on 2016/12/12 by Mark.Satterthwaite
Retain the RHI samplers in MetalRHI to guarantee lifetime.
[CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
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/** Delegate handler to get the list of shader standards */
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TSharedRef<SWidget> OnGetShaderVersionContent();
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/** Delegate handler to get the description of the shader standard */
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FText GetShaderVersionDesc() const;
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2015-10-02 14:24:38 -04:00
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3219796 on 2016/12/02 by Rolando.Caloca
DR - vk - Increase timeout to 60ms
Change 3219884 on 2016/12/02 by Daniel.Wright
Assert to help track down rare crash locking capsule indirect shadow vertex buffer
Change 3219885 on 2016/12/02 by Daniel.Wright
Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable'
Change 3219886 on 2016/12/02 by Daniel.Wright
Don't create projected shadows when r.ShadowQuality is 0
* Fixes crash in the forward path trying to render shadows
* In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped
Change 3219887 on 2016/12/02 by Daniel.Wright
Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing
Change 3219893 on 2016/12/02 by Daniel.Wright
AMD AGS library with approved TPS
Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below)
Change 3219913 on 2016/12/02 by Daniel.Wright
Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded
Change 3220029 on 2016/12/02 by Daniel.Wright
Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation).
* A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials
* Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials
* FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet
Change 3220108 on 2016/12/02 by Daniel.Wright
Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present
Change 3220504 on 2016/12/03 by Mark.Satterthwaite
Metal Desktop Tessellation support from Unicorn.
- Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4).
- Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant.
- Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation.
- Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding.
- Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default.
- Epic: Various fixes to Layered Rendering for Metal.
- Omits Mobile Tessellation support which needs further revision.
Change 3220881 on 2016/12/04 by Mark.Satterthwaite
Compiles fixes for iOS & static analysis fixes from Windows.
Change 3221180 on 2016/12/05 by Guillaume.Abadie
Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time.
Change 3221217 on 2016/12/05 by Chris.Bunner
More NVAPI warning fixups.
Change 3221219 on 2016/12/05 by Chris.Bunner
When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent.
#jira UE-37792
Change 3221220 on 2016/12/05 by Chris.Bunner
Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames.
#jira UE-35132
Change 3221221 on 2016/12/05 by Chris.Bunner
PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser)
#jira UE-35760
Change 3221223 on 2016/12/05 by Chris.Bunner
Default to include dev-code when compiling material preview stats.
#jira UE-20321
Change 3221534 on 2016/12/05 by Rolando.Caloca
DR - Added FDynamicRHI::GetName()
Change 3221833 on 2016/12/05 by Chris.Bunner
Set correct output extent on PostProcessUpscale (allows users to extend chain correctly).
#jira UE-36989
Change 3221852 on 2016/12/05 by Chris.Bunner
32-bit/ch EXR screenshot and frame dump output.
Fixed row increment bug in 128-bit/px surface format readback.
#jira UE-37962
Change 3222059 on 2016/12/05 by Rolando.Caloca
DR - vk - Fix memory type not found
Change 3222104 on 2016/12/05 by Rolando.Caloca
DR - Lambdaize
- Added quicker method to check if system textures are initialized
Change 3222290 on 2016/12/05 by Mark.Satterthwaite
Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist.
Change 3222864 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak when exiting
Change 3222873 on 2016/12/06 by Rolando.Caloca
DR - vk - Minor info to help track down leaks
Change 3222875 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak with VisualizeTexture
#jira UE-39360
Change 3223226 on 2016/12/06 by Chris.Bunner
Static analysis warning workaround.
Change 3223235 on 2016/12/06 by Ben.Woodhouse
Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D
Change 3223343 on 2016/12/06 by Chris.Bunner
Moved HLOD persistent data to viewstate to fix per-view compatability.
#jira UE-37539
Change 3223349 on 2016/12/06 by Chris.Bunner
Fixed HLOD with FreezeRendering command.
#jira UE-29839
Change 3223371 on 2016/12/06 by Michael.Trepka
Removed obsolete check() in FMetalSurface constructor
Change 3223450 on 2016/12/06 by Chris.Bunner
Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward.
Change 3223638 on 2016/12/06 by Michael.Trepka
Restored part of the check() in FMetalSurface constructor removed in CL 3223371
Change 3223642 on 2016/12/06 by Mark.Satterthwaite
Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet).
- Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs).
- Enable with -metaledr command-line argument as it is off-by-default.
- Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding.
Change 3223830 on 2016/12/06 by Rolando.Caloca
DR - vk - Better error when finding an invalid Vulkan driver
#jira UE-37495
Change 3223869 on 2016/12/06 by Rolando.Caloca
DR - vk - Reuse fences
Change 3223906 on 2016/12/06 by Guillaume.Abadie
Fix alpha through TempAA artifact causing a small darker edge layouts.
Change 3224199 on 2016/12/06 by Mark.Satterthwaite
Fix a dumb copy-paste error from the HDR changes to Metal.
Change 3224220 on 2016/12/06 by Mark.Satterthwaite
Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects.
- Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering.
Change 3224236 on 2016/12/06 by Mark.Satterthwaite
IWYU CIS compile fix for iOS.
Change 3224366 on 2016/12/06 by Mark.Satterthwaite
Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears.
- If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted.
- This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo.
Change 3224416 on 2016/12/06 by Uriel.Doyon
New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds.
Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives).
Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData.
Fix for material texture streaming data not being available on some cooked builds.
Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible).
This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting.
Forced residency are now loaded in two steps (visible, then forced), improving reactiveness.
Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them,
and also "LastRenderTimeMips" which related to timed primitives.
Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency.
"Texture Streaming Build" now updates the map check after execution.
Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic.
Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements.
Change 3224532 on 2016/12/07 by Uriel.Doyon
Integrated CL 3223965 :
Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
Added more options to allow the user to cancel this build also.
Change 3224714 on 2016/12/07 by Ben.Woodhouse
Cherry pick CL 3223972 from //fortnite/main:
Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms)
Change 3224715 on 2016/12/07 by Ben.Woodhouse
New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version
Change 3224975 on 2016/12/07 by Rolando.Caloca
DR - vk - Dump improvements
Change 3225012 on 2016/12/07 by Rolando.Caloca
DR - Show warning if trying to use num samples != (1,2,4,8,16)
Change 3225126 on 2016/12/07 by Chris.Bunner
Added 'force 128-bit rendering pipeline' to high-res screenshot tool.
#jira UE-39345
Change 3225449 on 2016/12/07 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3225485 on 2016/12/07 by Chris.Bunner
Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases.
#jira UE-19394
Change 3225486 on 2016/12/07 by Chris.Bunner
Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled.
Change 3225505 on 2016/12/07 by Daniel.Wright
Fixed exponential height fog disappearing with no skybox
Change 3225655 on 2016/12/07 by Benjamin.Hyder
Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting.
Change 3225668 on 2016/12/07 by Chris.Bunner
Dirty owning packages when user manually forces regeneration of all reflection captures.
#jira UE-38759
Change 3226139 on 2016/12/07 by Rolando.Caloca
DR - Fix recompute tangents disabling skin cache
- Make some macros into lambdas
#jira UE-39143
Change 3226212 on 2016/12/07 by Daniel.Wright
Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false
Change 3226213 on 2016/12/07 by Daniel.Wright
Scene Capture 2D can specify a global clip plane, which is useful for portals
* Requires the global clip plane project setting to be enabled
Change 3226214 on 2016/12/07 by Daniel.Wright
Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass
* If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used
* Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing
* Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost
* Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall
Change 3226258 on 2016/12/07 by Rolando.Caloca
DR - Typo fix
Change 3226259 on 2016/12/07 by Rolando.Caloca
DR - compile fix
#jira UE-39143
Change 3226932 on 2016/12/08 by Chris.Bunner
Re-saved Infiltrator maps to update reflection captures.
#jira UE-38759
Change 3227063 on 2016/12/08 by Mark.Satterthwaite
For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia.
#jira UE-37436
Change 3227120 on 2016/12/08 by Gil.Gribb
Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3227211 on 2016/12/08 by Arne.Schober
DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant.
Change 3227257 on 2016/12/08 by Marc.Olano
Extension to PseudoVolumeTexture for more flexible layout
Change by ryan.brucks
Change 3227286 on 2016/12/08 by Rolando.Caloca
DR - Fix crash when using custom expressions and using reserved keywords
#jira UE-39311
Change 3227376 on 2016/12/08 by Mark.Satterthwaite
Must not include a private header inside the MenuStack public header as that causes compile errors in plugins.
Change 3227415 on 2016/12/08 by Mark.Satterthwaite
Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering.
Change 3227516 on 2016/12/08 by Daniel.Wright
Implemented UWidgetComponent::GetUsedMaterials
Change 3227521 on 2016/12/08 by Guillaume.Abadie
Fixes post process volume's indirect lighting color.
#jira UE-38888
Change 3227567 on 2016/12/08 by Marc.Olano
New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask
Change 3227628 on 2016/12/08 by Daniel.Wright
Removed redundant ResolveSceneDepthTexture from the merge
Change 3227635 on 2016/12/08 by Daniel.Wright
Forward renderer supports shadowing from movable lights and light functions
* Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed
* Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned
Change 3227660 on 2016/12/08 by Rolando.Caloca
DR - vk - Fix r.MobileMSAA on Vulkan
- r.MobileMSAA is now read-only (to be fixed on 4.16)
- Show time for PSO creation hitches
#jira UE-39184
Change 3227704 on 2016/12/08 by Mark.Satterthwaite
Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms.
Change 3227705 on 2016/12/08 by Daniel.Wright
Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426)
Change 3227787 on 2016/12/08 by Chris.Bunner
Added extent clear to motion blur pass to catch misized buffers bringing in errors.
Added early out to clear call when excluded region matches RT region.
#jira UE-39437
Change 3228177 on 2016/12/08 by Marc.Olano
Fix DCC sqrt(int) error
Change 3228285 on 2016/12/08 by Chris.Bunner
Back out changelist 3225449.
#jira UE-39528
Change 3228680 on 2016/12/09 by Gil.Gribb
Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3228940 on 2016/12/09 by Mark.Satterthwaite
Editor fixes for 4.15:
- PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again.
- Don't start render-passes without a valid render-target-array in MetalRHI.
Change 3228950 on 2016/12/09 by Mark.Satterthwaite
Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11.
- Fixed the Skeleton editor tree trying to access a widget before it has been constructed.
- Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation.
#jira UE-39256
Change 3229013 on 2016/12/09 by Mark.Satterthwaite
Further tidy up in SSkeletonTreeView as suggested by Nick.A.
Change 3229101 on 2016/12/09 by Chris.Bunner
Log compile error fix and updated cvar comments.
Change 3229236 on 2016/12/09 by Ben.Woodhouse
XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles
Change 3229430 on 2016/12/09 by Ben.Woodhouse
PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov)
Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster)
Change 3229580 on 2016/12/09 by Marcus.Wassmer
DepthBoundsTest for AMD.
Change 3229701 on 2016/12/09 by Michael.Trepka
Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2
Change 3229706 on 2016/12/09 by Chris.Bunner
Added GameUserSettings controls for HDR display output.
Removed Metal commandline as this should replace the need for it.
Change 3229774 on 2016/12/09 by Michael.Trepka
Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit.
Change 3229819 on 2016/12/09 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3229948 on 2016/12/09 by Rolando.Caloca
DR - Fix d3d debug error
#jira UE-39589
Change 3230341 on 2016/12/11 by Mark.Satterthwaite
Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled.
#jira UE-39613
Change 3230860 on 2016/12/12 by Marcus.Wassmer
Experimental Nvidia AFR support.
Change 3230930 on 2016/12/12 by Mark.Satterthwaite
Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function.
Change 3231252 on 2016/12/12 by Marcus.Wassmer
Fix NumGPU detection. (SLI only crash)
Change 3231486 on 2016/12/12 by Mark.Satterthwaite
Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers.
Change 3231661 on 2016/12/12 by Mark.Satterthwaite
Retain the RHI samplers in MetalRHI to guarantee lifetime.
[CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
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2015-02-06 10:52:09 -05:00
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//
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FText GetBundleText(TSharedRef<IPropertyHandle> InPropertyHandle) const;
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Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177)
==========================
MAJOR FEATURES + CHANGES
==========================
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 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
#lockdown josh.adams
Change 2970373 on 2016/05/09 by Lee.Clark
PS4 - Fix NumInstances not getting reset after DrawIndirect calls
Change 2972873 on 2016/05/10 by Michael.Trepka
Correct initial position for SlateViewer windows on Mac
Change 2974363 on 2016/05/11 by Mark.Satterthwaite
Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect.
Change 2975921 on 2016/05/12 by Michael.Trepka
Removed unused AdjustWindowRegion declaration from LinuxWindow.h
#codereview Dmitry.Rekman
Change 2977002 on 2016/05/13 by Michael.Trepka
Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready
#codereview Ben.Marsh
Change 2977337 on 2016/05/13 by Brent.Pease
UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error
+ Prevent illegal characters from being entered in the packaging UI
+ Report an error from iPhonePackager if a illegal bundle id is specified
+ Convert special characters to XML equivalents
- Correctly check for the presence of iTunes 12 when packaging iOS games on Windows
- Improve ios certificate and provision message in package settings UI
#codereview peter.sauerbrei
Change 2977509 on 2016/05/13 by Brent.Pease
+ Fix mac compile error
Change 2978036 on 2016/05/14 by Mark.Satterthwaite
One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN.
#jira UE-30777
Change 2978037 on 2016/05/14 by Mark.Satterthwaite
Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago.
Change 2978333 on 2016/05/16 by Lee.Clark
Fix packaging of non-code projects when plugins are enabled
#codereview Peter.Sauerbrei
Change 2978780 on 2016/05/16 by Mark.Satterthwaite
Reduce temporary allocations required to set uniform parameters in Metal.
Change 2979680 on 2016/05/16 by Nick.Shin
editor's HTML5 platform settings was missing due to the emscripten SDK move
should have been included with CL: #2946251
Change 2979681 on 2016/05/16 by Nick.Shin
cleaned up websocket processing for HTML5
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 2979701 on 2016/05/16 by Brent.Pease
UE-28421 - Message box cannot be closed after accessing the home screen on iOS
+ Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution
Change 2980766 on 2016/05/17 by Jeremiah.Waldron
Adding Android build support for HarfBuzz
- using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them
- Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config>
Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly
#jira UE-28586
#codereview chris.babcock
Change 2980953 on 2016/05/17 by Jeremiah.Waldron
Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo
#jira UE-28586
Change 2981039 on 2016/05/17 by Jeff.Campeau
ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support)
Change 2981054 on 2016/05/17 by Jeff.Campeau
Enable Live OSS for Orion on Xbox One
Change 2981553 on 2016/05/18 by Jeff.Campeau
Enable Oodle for Xbox One
Change 2981555 on 2016/05/18 by Jeff.Campeau
Scalability settings for Xbox One
Change 2981774 on 2016/05/18 by Keith.Judge
Xbox One - Duplicating Movie Player fix from 4.12.
Change 2981789 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12.
Change 2981802 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12.
Change 2981875 on 2016/05/18 by Keith.Judge
Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12.
Change 2981900 on 2016/05/18 by Keith.Judge
Xbox One - D3D11Query refactor. Duplicated from 4.12
Change 2981945 on 2016/05/18 by Nick.Shin
filled out response headers for HTML5 platform
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 2981981 on 2016/05/18 by Lee.Clark
PS4 - Fix COTF not updating files
#codereview Daniel.Lamb
Change 2982246 on 2016/05/18 by Michael.Trepka
Fixed Mono compile errors in UT build scripts
Change 2983869 on 2016/05/19 by Mark.Satterthwaite
Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures.
#jira UE-29557
Change 2983871 on 2016/05/19 by Mark.Satterthwaite
Pool Metal texture update buffers to reduce churn.
Change 2983892 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors.
Change 2983898 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
Change 2983911 on 2016/05/19 by Mark.Satterthwaite
Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen.
Change 2983916 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected.
Change 2984874 on 2016/05/20 by Keith.Judge
Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps.
#jira UEPLAT-1295
Change 2985446 on 2016/05/20 by Mark.Satterthwaite
Remove the non-functional -metaldebug option from MetalRHI.
Change 2985827 on 2016/05/20 by Nick.Shin
call EndSession() onbeforeunload()
note: API CHANGE
- HTML5JavaScripteFx.{js,h}
- UE_MakeHTTPDataRequest()
#jira UE-22285 - Session End events are not generated for HTML5
Change 2986013 on 2016/05/20 by Jeremiah.Waldron
PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio)
Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo
Pulled from Release-4.12 CL
#jira UE-30782
#codereview chris.babcock, Peter.Sauerbrei
Change 2986057 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
Change 2986059 on 2016/05/20 by Mark.Satterthwaite
Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes).
Change 2986060 on 2016/05/20 by Mark.Satterthwaite
Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level.
Change 2986063 on 2016/05/20 by Mark.Satterthwaite
Missing change from previous CL.
Change 2986066 on 2016/05/20 by Mark.Satterthwaite
More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame.
Change 2986455 on 2016/05/23 by Keith.Judge
Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler.
Change 2986886 on 2016/05/23 by Mark.Satterthwaite
Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
Change 2986955 on 2016/05/23 by Brent.Pease
+ Do not error out if "[PROJECT_NAME]" is in the bundle ID
#codereview peter.sauerbrei
Change 2987304 on 2016/05/23 by Chris.Babcock
Remove old Android platforms
#ue4
#android
#codeview Josh.Adams
Change 2987571 on 2016/05/23 by Mark.Satterthwaite
Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
#jira UE-31111
Change 2987591 on 2016/05/23 by Mark.Satterthwaite
Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5.
Change 2987679 on 2016/05/23 by Mark.Satterthwaite
Re-enable tiled reflections on Nvidia by default now that they work.
Change 2987799 on 2016/05/24 by Mark.Satterthwaite
Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac).
Change 2989395 on 2016/05/25 by Lee.Clark
PS4 - Fix shader output / render target format mismatch for sparse MRT.
Change 2990003 on 2016/05/25 by Jeremiah.Waldron
When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function.
Change 2990393 on 2016/05/25 by Mark.Satterthwaite
Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal...
Change 2990516 on 2016/05/25 by Brent.Pease
+ UEPLAT-1294 - Support for local notifications
+ UEPLAT-1254 - Add BP event for device orientation change
+ Added a new class based on UGameInstance for mobile device callbacks
+ Ensured IOSAppDelegate.cpp follows convention for lambda functions
Change 2991361 on 2016/05/26 by Jeremiah.Waldron
Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it
Change 2992450 on 2016/05/27 by Mark.Satterthwaite
Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders.
Change 2993027 on 2016/05/27 by Mark.Satterthwaite
Fix typo for new CFLAG_BoundsChecking enumeration value.
Change 2993594 on 2016/05/27 by Mark.Satterthwaite
Build fix - check not assert...
Change 2993595 on 2016/05/27 by Mark.Satterthwaite
Fix typo from Xcode hang...
Change 2993614 on 2016/05/28 by Mark.Satterthwaite
At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers.
Change 2993747 on 2016/05/28 by Mark.Satterthwaite
Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used.
Change 2994256 on 2016/05/31 by Lee.Clark
PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working.
#codereview Chad.Taylor,Aaron.McLeran
Change 2994281 on 2016/05/31 by Rolando.Caloca
DP - Allow hlslcc to process type casts containing the 'const' keyword
- it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile.
#codereview Mark.Satterthwaite, Dmitry.Rekman
#jira UE-31411
Change 2994467 on 2016/05/31 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 2994493 on 2016/05/31 by Daniel.Lamb
Fixed issue with DDC commandlet not caching things from the startup packages list.
Change 2994644 on 2016/05/31 by Mark.Satterthwaite
Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project.
Change 2996074 on 2016/06/01 by Lee.Clark
PS4 - Fix GS mode not getting disabled when using parallel contexts.
#codereview Marcus.Wassmer
Change 2996129 on 2016/06/01 by Brent.Pease
Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch.
Change 2996130 on 2016/06/01 by Jeremiah.Waldron
PR #2387 part 2 (Contributed by gameDNAstudio)
Adding ability to consume purchases during GooglePlay RestorePurchases
This also touches IOS due to changes to base classes and function signatures
#codereview chris.babcock, Peter.Sauerbrei
Change 2996441 on 2016/06/01 by Jeremiah.Waldron
Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio)
Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function.
#codereview chris.babcock
Change 2996514 on 2016/06/01 by Jeff.Campeau
Fix merge issue from main
#jira UE-31502
Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick
https://jira.ol.epicgames.net/browse/UE-31446
Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed.
Renamed handleReserveFailed to handleReserveFailedLightweight
Change 2997235 on 2016/06/01 by Jeremiah.Waldron
RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node.
The IAP product in Match3 is non-consumable so just passing an empty array where necessary
Change 2997241 on 2016/06/01 by Jeremiah.Waldron
OnlineSubsystemGameCircle Plugin
- Leaderboards
- Achievements
- Friends
- IAP
- External UI Interface
- Runtime Settings in Project Settings Plugin section when plugin is enabled
- Disabled by default
#jira UEPLAT-105
#codereview chris.babcock
Change 2997618 on 2016/06/02 by Lee.Clark
#UE4Docs: Removed PS4MapFileUtil info
Change 2997840 on 2016/06/02 by Jeremiah.Waldron
Removing trace logging from OnlineSubsystemGameCircle_APL
Change 2998754 on 2016/06/02 by Brent.Pease
Change BlueprintMobileLibrary to BlueprintPlatformLibrary
Change 3000762 on 2016/06/03 by Jeff.Campeau
Add example rating info to ShooterGame
Change 3001037 on 2016/06/04 by Brent.Pease
+ Add ui screens for delegate test, local notification test, and iap test
+ Implement delegate test
Change 3001250 on 2016/06/05 by Brent.Pease
+ Initial pass at IAP test screen
Change 3001639 on 2016/06/06 by Jeff.Campeau
Fix Xbox One build issue with DX12
#codereview Zabir.Hoque
Change 3002574 on 2016/06/06 by Jeremiah.Waldron
Adding Android Install Location to Android platform runtime settings and manifest generation
Change 3002780 on 2016/06/06 by Brent.Pease
+ Initial implementation of local notification test
Change 3003005 on 2016/06/06 by Jeremiah.Waldron
OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute
Change 3004392 on 2016/06/07 by Jeremiah.Waldron
Fixing typo in APL comment :)
Change 3005768 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3005929 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3006151 on 2016/06/08 by Peter.Sauerbrei
fix for LocalNotifications not available on TVOS
#lockdown josh.adams
Change 3006183 on 2016/06/08 by Brent.Pease
Manual merge CL#3000242 from Release-4.12 into Dev-Platform
#lockdown josh.adams
Change 3006296 on 2016/06/08 by Peter.Sauerbrei
submit an updated iPhonePackager and support DLLs
#lockdown josh.adams
Change 3006378 on 2016/06/08 by Peter.Sauerbrei
fix for API update to RestorePurchases
#codereview brent.pease
#lockdown josh.adams
#lockdown nick.penwarden
[CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
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TSharedPtr< SEditableTextBox > BundleIdTextBox;
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3219796 on 2016/12/02 by Rolando.Caloca
DR - vk - Increase timeout to 60ms
Change 3219884 on 2016/12/02 by Daniel.Wright
Assert to help track down rare crash locking capsule indirect shadow vertex buffer
Change 3219885 on 2016/12/02 by Daniel.Wright
Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable'
Change 3219886 on 2016/12/02 by Daniel.Wright
Don't create projected shadows when r.ShadowQuality is 0
* Fixes crash in the forward path trying to render shadows
* In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped
Change 3219887 on 2016/12/02 by Daniel.Wright
Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing
Change 3219893 on 2016/12/02 by Daniel.Wright
AMD AGS library with approved TPS
Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below)
Change 3219913 on 2016/12/02 by Daniel.Wright
Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded
Change 3220029 on 2016/12/02 by Daniel.Wright
Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation).
* A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials
* Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials
* FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet
Change 3220108 on 2016/12/02 by Daniel.Wright
Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present
Change 3220504 on 2016/12/03 by Mark.Satterthwaite
Metal Desktop Tessellation support from Unicorn.
- Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4).
- Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant.
- Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation.
- Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding.
- Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default.
- Epic: Various fixes to Layered Rendering for Metal.
- Omits Mobile Tessellation support which needs further revision.
Change 3220881 on 2016/12/04 by Mark.Satterthwaite
Compiles fixes for iOS & static analysis fixes from Windows.
Change 3221180 on 2016/12/05 by Guillaume.Abadie
Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time.
Change 3221217 on 2016/12/05 by Chris.Bunner
More NVAPI warning fixups.
Change 3221219 on 2016/12/05 by Chris.Bunner
When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent.
#jira UE-37792
Change 3221220 on 2016/12/05 by Chris.Bunner
Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames.
#jira UE-35132
Change 3221221 on 2016/12/05 by Chris.Bunner
PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser)
#jira UE-35760
Change 3221223 on 2016/12/05 by Chris.Bunner
Default to include dev-code when compiling material preview stats.
#jira UE-20321
Change 3221534 on 2016/12/05 by Rolando.Caloca
DR - Added FDynamicRHI::GetName()
Change 3221833 on 2016/12/05 by Chris.Bunner
Set correct output extent on PostProcessUpscale (allows users to extend chain correctly).
#jira UE-36989
Change 3221852 on 2016/12/05 by Chris.Bunner
32-bit/ch EXR screenshot and frame dump output.
Fixed row increment bug in 128-bit/px surface format readback.
#jira UE-37962
Change 3222059 on 2016/12/05 by Rolando.Caloca
DR - vk - Fix memory type not found
Change 3222104 on 2016/12/05 by Rolando.Caloca
DR - Lambdaize
- Added quicker method to check if system textures are initialized
Change 3222290 on 2016/12/05 by Mark.Satterthwaite
Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist.
Change 3222864 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak when exiting
Change 3222873 on 2016/12/06 by Rolando.Caloca
DR - vk - Minor info to help track down leaks
Change 3222875 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak with VisualizeTexture
#jira UE-39360
Change 3223226 on 2016/12/06 by Chris.Bunner
Static analysis warning workaround.
Change 3223235 on 2016/12/06 by Ben.Woodhouse
Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D
Change 3223343 on 2016/12/06 by Chris.Bunner
Moved HLOD persistent data to viewstate to fix per-view compatability.
#jira UE-37539
Change 3223349 on 2016/12/06 by Chris.Bunner
Fixed HLOD with FreezeRendering command.
#jira UE-29839
Change 3223371 on 2016/12/06 by Michael.Trepka
Removed obsolete check() in FMetalSurface constructor
Change 3223450 on 2016/12/06 by Chris.Bunner
Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward.
Change 3223638 on 2016/12/06 by Michael.Trepka
Restored part of the check() in FMetalSurface constructor removed in CL 3223371
Change 3223642 on 2016/12/06 by Mark.Satterthwaite
Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet).
- Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs).
- Enable with -metaledr command-line argument as it is off-by-default.
- Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding.
Change 3223830 on 2016/12/06 by Rolando.Caloca
DR - vk - Better error when finding an invalid Vulkan driver
#jira UE-37495
Change 3223869 on 2016/12/06 by Rolando.Caloca
DR - vk - Reuse fences
Change 3223906 on 2016/12/06 by Guillaume.Abadie
Fix alpha through TempAA artifact causing a small darker edge layouts.
Change 3224199 on 2016/12/06 by Mark.Satterthwaite
Fix a dumb copy-paste error from the HDR changes to Metal.
Change 3224220 on 2016/12/06 by Mark.Satterthwaite
Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects.
- Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering.
Change 3224236 on 2016/12/06 by Mark.Satterthwaite
IWYU CIS compile fix for iOS.
Change 3224366 on 2016/12/06 by Mark.Satterthwaite
Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears.
- If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted.
- This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo.
Change 3224416 on 2016/12/06 by Uriel.Doyon
New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds.
Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives).
Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData.
Fix for material texture streaming data not being available on some cooked builds.
Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible).
This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting.
Forced residency are now loaded in two steps (visible, then forced), improving reactiveness.
Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them,
and also "LastRenderTimeMips" which related to timed primitives.
Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency.
"Texture Streaming Build" now updates the map check after execution.
Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic.
Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements.
Change 3224532 on 2016/12/07 by Uriel.Doyon
Integrated CL 3223965 :
Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
Added more options to allow the user to cancel this build also.
Change 3224714 on 2016/12/07 by Ben.Woodhouse
Cherry pick CL 3223972 from //fortnite/main:
Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms)
Change 3224715 on 2016/12/07 by Ben.Woodhouse
New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version
Change 3224975 on 2016/12/07 by Rolando.Caloca
DR - vk - Dump improvements
Change 3225012 on 2016/12/07 by Rolando.Caloca
DR - Show warning if trying to use num samples != (1,2,4,8,16)
Change 3225126 on 2016/12/07 by Chris.Bunner
Added 'force 128-bit rendering pipeline' to high-res screenshot tool.
#jira UE-39345
Change 3225449 on 2016/12/07 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3225485 on 2016/12/07 by Chris.Bunner
Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases.
#jira UE-19394
Change 3225486 on 2016/12/07 by Chris.Bunner
Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled.
Change 3225505 on 2016/12/07 by Daniel.Wright
Fixed exponential height fog disappearing with no skybox
Change 3225655 on 2016/12/07 by Benjamin.Hyder
Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting.
Change 3225668 on 2016/12/07 by Chris.Bunner
Dirty owning packages when user manually forces regeneration of all reflection captures.
#jira UE-38759
Change 3226139 on 2016/12/07 by Rolando.Caloca
DR - Fix recompute tangents disabling skin cache
- Make some macros into lambdas
#jira UE-39143
Change 3226212 on 2016/12/07 by Daniel.Wright
Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false
Change 3226213 on 2016/12/07 by Daniel.Wright
Scene Capture 2D can specify a global clip plane, which is useful for portals
* Requires the global clip plane project setting to be enabled
Change 3226214 on 2016/12/07 by Daniel.Wright
Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass
* If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used
* Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing
* Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost
* Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall
Change 3226258 on 2016/12/07 by Rolando.Caloca
DR - Typo fix
Change 3226259 on 2016/12/07 by Rolando.Caloca
DR - compile fix
#jira UE-39143
Change 3226932 on 2016/12/08 by Chris.Bunner
Re-saved Infiltrator maps to update reflection captures.
#jira UE-38759
Change 3227063 on 2016/12/08 by Mark.Satterthwaite
For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia.
#jira UE-37436
Change 3227120 on 2016/12/08 by Gil.Gribb
Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3227211 on 2016/12/08 by Arne.Schober
DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant.
Change 3227257 on 2016/12/08 by Marc.Olano
Extension to PseudoVolumeTexture for more flexible layout
Change by ryan.brucks
Change 3227286 on 2016/12/08 by Rolando.Caloca
DR - Fix crash when using custom expressions and using reserved keywords
#jira UE-39311
Change 3227376 on 2016/12/08 by Mark.Satterthwaite
Must not include a private header inside the MenuStack public header as that causes compile errors in plugins.
Change 3227415 on 2016/12/08 by Mark.Satterthwaite
Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering.
Change 3227516 on 2016/12/08 by Daniel.Wright
Implemented UWidgetComponent::GetUsedMaterials
Change 3227521 on 2016/12/08 by Guillaume.Abadie
Fixes post process volume's indirect lighting color.
#jira UE-38888
Change 3227567 on 2016/12/08 by Marc.Olano
New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask
Change 3227628 on 2016/12/08 by Daniel.Wright
Removed redundant ResolveSceneDepthTexture from the merge
Change 3227635 on 2016/12/08 by Daniel.Wright
Forward renderer supports shadowing from movable lights and light functions
* Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed
* Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned
Change 3227660 on 2016/12/08 by Rolando.Caloca
DR - vk - Fix r.MobileMSAA on Vulkan
- r.MobileMSAA is now read-only (to be fixed on 4.16)
- Show time for PSO creation hitches
#jira UE-39184
Change 3227704 on 2016/12/08 by Mark.Satterthwaite
Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms.
Change 3227705 on 2016/12/08 by Daniel.Wright
Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426)
Change 3227787 on 2016/12/08 by Chris.Bunner
Added extent clear to motion blur pass to catch misized buffers bringing in errors.
Added early out to clear call when excluded region matches RT region.
#jira UE-39437
Change 3228177 on 2016/12/08 by Marc.Olano
Fix DCC sqrt(int) error
Change 3228285 on 2016/12/08 by Chris.Bunner
Back out changelist 3225449.
#jira UE-39528
Change 3228680 on 2016/12/09 by Gil.Gribb
Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3228940 on 2016/12/09 by Mark.Satterthwaite
Editor fixes for 4.15:
- PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again.
- Don't start render-passes without a valid render-target-array in MetalRHI.
Change 3228950 on 2016/12/09 by Mark.Satterthwaite
Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11.
- Fixed the Skeleton editor tree trying to access a widget before it has been constructed.
- Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation.
#jira UE-39256
Change 3229013 on 2016/12/09 by Mark.Satterthwaite
Further tidy up in SSkeletonTreeView as suggested by Nick.A.
Change 3229101 on 2016/12/09 by Chris.Bunner
Log compile error fix and updated cvar comments.
Change 3229236 on 2016/12/09 by Ben.Woodhouse
XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles
Change 3229430 on 2016/12/09 by Ben.Woodhouse
PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov)
Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster)
Change 3229580 on 2016/12/09 by Marcus.Wassmer
DepthBoundsTest for AMD.
Change 3229701 on 2016/12/09 by Michael.Trepka
Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2
Change 3229706 on 2016/12/09 by Chris.Bunner
Added GameUserSettings controls for HDR display output.
Removed Metal commandline as this should replace the need for it.
Change 3229774 on 2016/12/09 by Michael.Trepka
Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit.
Change 3229819 on 2016/12/09 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3229948 on 2016/12/09 by Rolando.Caloca
DR - Fix d3d debug error
#jira UE-39589
Change 3230341 on 2016/12/11 by Mark.Satterthwaite
Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled.
#jira UE-39613
Change 3230860 on 2016/12/12 by Marcus.Wassmer
Experimental Nvidia AFR support.
Change 3230930 on 2016/12/12 by Mark.Satterthwaite
Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function.
Change 3231252 on 2016/12/12 by Marcus.Wassmer
Fix NumGPU detection. (SLI only crash)
Change 3231486 on 2016/12/12 by Mark.Satterthwaite
Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers.
Change 3231661 on 2016/12/12 by Mark.Satterthwaite
Retain the RHI samplers in MetalRHI to guarantee lifetime.
[CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
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/** Reference to the shader version property warning text box. */
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TSharedPtr< SErrorText > ShaderVersionWarningTextBox;
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2014-03-14 14:13:41 -04:00
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};
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