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UnrealEngineUWP/Engine/Source/Editor/NiagaraEditor/Private/NiagaraEditorModule.cpp

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "NiagaraEditorModule.h"
#include "Modules/ModuleManager.h"
#include "IAssetTypeActions.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3109293) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3091951 on 2016/08/17 by Chris.Bunner (Duplicate) CL 3090919: Fixed edge case interactions in HLOD ray rejection logic in Lightmass. Change 3093162 on 2016/08/18 by Ben.Woodhouse Fix minor memory leak (missing delete of RT Heartbeat thread) Change 3093470 on 2016/08/18 by Ben.Woodhouse Fix minor leak in FMonitoredProcess - the Thread member would get leaked if the FMonitoredProcess was cancelled, because it gets NULLed without deleting it. Fix is to add a bool to keep track of whether the thread is running, rather than using the Thread pointer. Also fixes a race condition where the FMonitoredProcess::Thread member could get initialized after the thread had completed. This would cause IsRunning to never return false, even if the thread has completed, and the editor would hang on startup (this was fixed by setting bIsRunning to true before creating the thread) Change 3093698 on 2016/08/18 by Daniel.Wright Translucent lighting volume draw event cleanup Change 3093700 on 2016/08/18 by Daniel.Wright Clamp on box reflection capture transition distance visualizer Change 3093755 on 2016/08/18 by Ryan.Vance Merging stereo planar reflections from Odin. Change 3094060 on 2016/08/18 by Daniel.Wright Fully featured base pass reflection captures with blending and parallax correction * Used in the forward renderer when materials opt-in to 'High Quality Reflections' * Used in the deferred renderer for translucent 'Surface ForwardShading' materials * Reflection captures are culled to a frustum space grid using the same reverse linked-list method as lights in the forward renderer * Fixed grid culling in stereo / splitscreen * The ReflectionEnvironment compute shader used in the deferred path also uses the culled grid now which reduces its cost from .93ms -> .70ms on 970 GTX. PS4 cost is about the same. * Capsule indirect self-shadowing is now reduced in the forward path to match deferred, and both are controlled by r.CapsuleIndirectShadowSelfShadowIntensity * SetupHZB is now skipped when SSAO / SSR / HZB are all disabled Change 3094160 on 2016/08/18 by Daniel.Wright CIS fixes Change 3094899 on 2016/08/19 by Ben.Woodhouse Batching optimization for dragging components onto blueprints, reported on UDN. Adding 2300 static mesh actors now takes 3 seconds instead of 40 minutes. https://udn.unrealengine.com/questions/305821/suspected-rhi-uniform-buffer-leak-when-adding-stat.html #jira UE-34937 Change 3095256 on 2016/08/19 by Daniel.Wright Disabled ISR warning spamming CIS Change 3095468 on 2016/08/19 by Daniel.Wright Fixed refcounting on hit proxy render targets Change 3095470 on 2016/08/19 by Daniel.Wright Added bVisibleInReflectionCaptures to primitive component, which is useful for hiding objects too close to the capture point Change 3096274 on 2016/08/22 by Rolando.Caloca DR - vk - added missing BC4 Change 3096291 on 2016/08/22 by Rolando.Caloca DR - vk - Fix image views for some rendertarget formats - Fix ImageViews on sub mips Change 3096579 on 2016/08/22 by Rolando.Caloca DR - vk - Fix rendering for shaders with no descriptors Change 3096584 on 2016/08/22 by Rolando.Caloca DR - vk - Fix 3d texture update Change 3096813 on 2016/08/22 by Rolando.Caloca DR - Fix GL linking errors PR #2615 Change 3097062 on 2016/08/22 by Rolando.Caloca DR - vk - Added unified mem flag - Added Mip index into UAV - Switched compute descriptor set index 0 Change 3097065 on 2016/08/22 by Rolando.Caloca DR - vk - Framebuffer barriers now wait on STAGE_FRAGMENT_SHADER instead of STAGE_BOTTOM_OF_PIPE Change 3097084 on 2016/08/22 by Daniel.Wright Enabled r.VertexFoggingForOpaque by default to match other forward renderer choices (fast by default) Change 3097086 on 2016/08/22 by Rolando.Caloca DR - vk - Missed file Change 3097943 on 2016/08/23 by Rolando.Caloca DR - hlslcc - Remove duplicated definitions out into a common header Change 3098166 on 2016/08/23 by Rolando.Caloca DR - Custom Renderer callback after getting SceneColor Change 3098418 on 2016/08/23 by Olaf.Piesche Moving vertex factory dirtying to always happen in-editor for mesh emitters on dynamic data reinitialization; there are several cases in which this needs to happen (some material changes, mesh reimports...) which are difficult to track, so in-editor we just always recreate the mesh particle vertex factory with the dynamic data. #jira UE-34838 Change 3098448 on 2016/08/23 by Rolando.Caloca DR - vk - fixes for depth/stencil descriptors - Minor debug dump improvement Change 3098463 on 2016/08/23 by Daniel.Wright Static lights with MinRoughness = 1.0 don't get their source shapes drawn into reflection captures, since they are being used as virtual area lights Change 3098556 on 2016/08/23 by Daniel.Wright Lightmass area shadows only mark texels as mapped inside the light's influence, which fixes multiple stationary lights with bUseAreaShadowsForStationaryLight interfering. Change 3098672 on 2016/08/23 by Rolando.Caloca DR - vk - Fixed crash when using vertex shaders with no descriptors Change 3099173 on 2016/08/24 by Ben.Woodhouse Fixed various issues with subsurface profile, for checkerboard and non-checkerboard code paths - Re-enable non-checkerboard skin by default - Checkerboard issues fixed: - Emissive lighting was being applied twice due to not taking checkerboard pattern into account - Emissive lighting was modulated by basecolor in the recombine - Metallic materials were contributing specular lighting to the diffuse channel - Non-checkerboard fixes: - Fix write mask during SkyLightDiffuse so alpha is updated correctly - Metallic specular lighting was broken (specularColor was lerping to white instead of baseColor) - Optimisation: Fall back to default lit for pixels where the opacity is 0. - For non-checkerboard, this gives better handling of metallic/emissive for pixels where SSS is not required (non-CB RGBA encoding for diffuse/spec doesn't cope well with colored specular or emissive) - For checkerboard, this gives similar results in terms of shading, but we get full-resolution shading on non SSS pixels #jira UE-34561 Change 3099673 on 2016/08/24 by Daniel.Wright Removed unused reflection shape variables Change 3099674 on 2016/08/24 by Daniel.Wright Fixed translucent materials not working in DrawMaterialToRenderTarget (fallout from cl 3089208) Fixed ensure with FRendererModule::DrawTile in the forward renderer, trying to bind light attenuation texture Change 3099700 on 2016/08/24 by Daniel.Wright Disabled log spam when a Rift is connected but not being used Change 3099730 on 2016/08/24 by Daniel.Wright MSAA depth resolve uses depth of closest surface, hides some artifacts with dynamic shadowing against the skybox Change 3099789 on 2016/08/24 by Brian.Karis FloatRGB is now always supported. If 11:11:10 isn't supported by hardware this format by definition will map to a different format meaning it is always supported. Change 3099987 on 2016/08/24 by Daniel.Wright Fixed light grid debug asserts on PS4 * Always creating the local light buffer, even if it won't be used by the shader * Transition ViewState FRWBuffers to writable at the beginning of a new frame Change 3100120 on 2016/08/24 by Rolando.Caloca DR - vk - Use 256MB pages for GPU memory Change 3100151 on 2016/08/24 by Daniel.Wright PS4 gracefully falls back to Temporal AA when MSAA is requested, as the GNM RHI doesn't support MSAA yet Change 3100302 on 2016/08/24 by Rolando.Caloca DR - vk - Mem system changes - Now allocates a readback heap from GPU->CPU - Removed bad total memory on heap/type - Added fallback to another mem type if it's OOM Change 3101110 on 2016/08/25 by Rolando.Caloca DR - vk - Remove r.Vulkan.UseGLSL Change 3101121 on 2016/08/25 by Rolando.Caloca DR - vk - Initial support for HiResShot Change 3101450 on 2016/08/25 by Rolando.Caloca DR - vk - Remove imagelayout from textures; renamed a method for clarity Change 3101462 on 2016/08/25 by Daniel.Wright Planar reflections no longer update GPU particles, fixes Scene Depth particle collision Change 3101525 on 2016/08/25 by Frank.Fella Niagara - Remove public include modules from niagara, and remove the public include dependency on niagara from UnrealEd, and fix up fallout. Change 3101613 on 2016/08/25 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3101686 on 2016/08/25 by Frank.Fella Niagara - Move asset type actions into the niagara module. Change 3101865 on 2016/08/25 by Rolando.Caloca DR - vk - Fix compile issue when enabling dump layer Change 3101946 on 2016/08/25 by Frank.Fella Orion - Fix include error caused by niagara include fixup. Change 3101999 on 2016/08/25 by Frank.Fella Fortnite - Fix include error caused by niagara include fixup. Change 3102035 on 2016/08/25 by Frank.Fella Ocean - Fix include error caused by niagara include fixup. Change 3102047 on 2016/08/25 by Frank.Fella UnrealTournament - Fix include error caused by niagara include fixup. Change 3102627 on 2016/08/26 by Frank.Fella Niagara - Move stats group declaration to the niagara module and move the stats declarations in the niagara module into the cpp files. Change 3102654 on 2016/08/26 by Ben.Woodhouse Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators #jira UE-33424 Change 3102780 on 2016/08/26 by Ben.Woodhouse Make shadow culling take FOV into account, via LODDistanceFactor Also set the LODDistanceFactorSquared member of the view, which was previously uninitialized #jira UE-33873 Change 3102930 on 2016/08/26 by Rolando.Caloca DR - vk - Do not require backbuffer at start, like Metal Change 3103061 on 2016/08/26 by Rolando.Caloca DR - vk - More debug dump to help track down issues Change 3103143 on 2016/08/26 by Rolando.Caloca DR - vk - Added partial image view for each texture for Depth/Stencil - Removed some unused members from textures Change 3104162 on 2016/08/29 by Gil.Gribb Merging //UE4/Dev-Main@3104155 to Dev-Rendering (//UE4/Dev-Rendering) Change 3104491 on 2016/08/29 by Rolando.Caloca DR - vk - Fix merge issue Change 3104500 on 2016/08/29 by Rolando.Caloca DR - Rebuilt hlslcc libs after merge Change 3104978 on 2016/08/29 by John.Billon -Moved Particle Cutouts to the Required Module -Pre-existing SubUVAnimation data is automatically moved to required on Init. -Added Default Particle Cutouts project setting that will attempt to find and use a texture on a particle's material for a cutout by default. Change 3105249 on 2016/08/29 by John.Billon Fixing non-editor compile error. Change 3105326 on 2016/08/29 by Zabir.Hoque SIMD Movie Player on XB1 Change 3105813 on 2016/08/30 by John.Billon Fixing static analysis warning. Change 3106322 on 2016/08/30 by Matt.Kuhlenschmidt Removed duplicated view uniform shader parameters initialization between slate and scene rendering. Moved all the duped initialization into a single shared method. The shared method should be where new parameters are initialized if they are required for the view to work properly. Change 3106350 on 2016/08/30 by Rolando.Caloca DR - vk - Added missing texture formats - Added texture debug name Change 3106547 on 2016/08/30 by Rolando.Caloca DR - Added ESimpleRenderTargetMode::EExistingColorAndClearDepth Change 3106631 on 2016/08/30 by Uriel.Doyon Dirty Texture Streaming Build do not dirty maps anymore. #jira UE-35241 Change 3106919 on 2016/08/30 by Rolando.Caloca DR - Temp workaround to get Vulkan up & running, might require hlslcc fix Change 3106974 on 2016/08/30 by Uriel.Doyon Changed lightmass exports version from GUID to INT in order to shorten filenames. Change 3106988 on 2016/08/30 by Uriel.Doyon New project specific config value r.Streaming.CheckBuildStatus used to specify whether the engine should check if the "Texture Streaming Build" is dirty (false by default). #jira UE-35227 Change 3107927 on 2016/08/31 by John.Billon -Duplicating OpenGL4 ClearUAV Implementation from 4.13 -Fixed uav clear format. #Jira UE-35345 Change 3108095 on 2016/08/31 by Marc.Olano Restore initialization of noise textures, accidentally removed in @3106322 #jira UE-35369 Change 3108557 on 2016/08/31 by John.Billon Fixing HTML5 compile error [CL 3109297 by Gil Gribb in Main branch]
2016-08-31 21:22:32 -04:00
#include "AssetToolsModule.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
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#include "Misc/ConfigCacheIni.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
#include "ISequencerModule.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3109293) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3091951 on 2016/08/17 by Chris.Bunner (Duplicate) CL 3090919: Fixed edge case interactions in HLOD ray rejection logic in Lightmass. Change 3093162 on 2016/08/18 by Ben.Woodhouse Fix minor memory leak (missing delete of RT Heartbeat thread) Change 3093470 on 2016/08/18 by Ben.Woodhouse Fix minor leak in FMonitoredProcess - the Thread member would get leaked if the FMonitoredProcess was cancelled, because it gets NULLed without deleting it. Fix is to add a bool to keep track of whether the thread is running, rather than using the Thread pointer. Also fixes a race condition where the FMonitoredProcess::Thread member could get initialized after the thread had completed. This would cause IsRunning to never return false, even if the thread has completed, and the editor would hang on startup (this was fixed by setting bIsRunning to true before creating the thread) Change 3093698 on 2016/08/18 by Daniel.Wright Translucent lighting volume draw event cleanup Change 3093700 on 2016/08/18 by Daniel.Wright Clamp on box reflection capture transition distance visualizer Change 3093755 on 2016/08/18 by Ryan.Vance Merging stereo planar reflections from Odin. Change 3094060 on 2016/08/18 by Daniel.Wright Fully featured base pass reflection captures with blending and parallax correction * Used in the forward renderer when materials opt-in to 'High Quality Reflections' * Used in the deferred renderer for translucent 'Surface ForwardShading' materials * Reflection captures are culled to a frustum space grid using the same reverse linked-list method as lights in the forward renderer * Fixed grid culling in stereo / splitscreen * The ReflectionEnvironment compute shader used in the deferred path also uses the culled grid now which reduces its cost from .93ms -> .70ms on 970 GTX. PS4 cost is about the same. * Capsule indirect self-shadowing is now reduced in the forward path to match deferred, and both are controlled by r.CapsuleIndirectShadowSelfShadowIntensity * SetupHZB is now skipped when SSAO / SSR / HZB are all disabled Change 3094160 on 2016/08/18 by Daniel.Wright CIS fixes Change 3094899 on 2016/08/19 by Ben.Woodhouse Batching optimization for dragging components onto blueprints, reported on UDN. Adding 2300 static mesh actors now takes 3 seconds instead of 40 minutes. https://udn.unrealengine.com/questions/305821/suspected-rhi-uniform-buffer-leak-when-adding-stat.html #jira UE-34937 Change 3095256 on 2016/08/19 by Daniel.Wright Disabled ISR warning spamming CIS Change 3095468 on 2016/08/19 by Daniel.Wright Fixed refcounting on hit proxy render targets Change 3095470 on 2016/08/19 by Daniel.Wright Added bVisibleInReflectionCaptures to primitive component, which is useful for hiding objects too close to the capture point Change 3096274 on 2016/08/22 by Rolando.Caloca DR - vk - added missing BC4 Change 3096291 on 2016/08/22 by Rolando.Caloca DR - vk - Fix image views for some rendertarget formats - Fix ImageViews on sub mips Change 3096579 on 2016/08/22 by Rolando.Caloca DR - vk - Fix rendering for shaders with no descriptors Change 3096584 on 2016/08/22 by Rolando.Caloca DR - vk - Fix 3d texture update Change 3096813 on 2016/08/22 by Rolando.Caloca DR - Fix GL linking errors PR #2615 Change 3097062 on 2016/08/22 by Rolando.Caloca DR - vk - Added unified mem flag - Added Mip index into UAV - Switched compute descriptor set index 0 Change 3097065 on 2016/08/22 by Rolando.Caloca DR - vk - Framebuffer barriers now wait on STAGE_FRAGMENT_SHADER instead of STAGE_BOTTOM_OF_PIPE Change 3097084 on 2016/08/22 by Daniel.Wright Enabled r.VertexFoggingForOpaque by default to match other forward renderer choices (fast by default) Change 3097086 on 2016/08/22 by Rolando.Caloca DR - vk - Missed file Change 3097943 on 2016/08/23 by Rolando.Caloca DR - hlslcc - Remove duplicated definitions out into a common header Change 3098166 on 2016/08/23 by Rolando.Caloca DR - Custom Renderer callback after getting SceneColor Change 3098418 on 2016/08/23 by Olaf.Piesche Moving vertex factory dirtying to always happen in-editor for mesh emitters on dynamic data reinitialization; there are several cases in which this needs to happen (some material changes, mesh reimports...) which are difficult to track, so in-editor we just always recreate the mesh particle vertex factory with the dynamic data. #jira UE-34838 Change 3098448 on 2016/08/23 by Rolando.Caloca DR - vk - fixes for depth/stencil descriptors - Minor debug dump improvement Change 3098463 on 2016/08/23 by Daniel.Wright Static lights with MinRoughness = 1.0 don't get their source shapes drawn into reflection captures, since they are being used as virtual area lights Change 3098556 on 2016/08/23 by Daniel.Wright Lightmass area shadows only mark texels as mapped inside the light's influence, which fixes multiple stationary lights with bUseAreaShadowsForStationaryLight interfering. Change 3098672 on 2016/08/23 by Rolando.Caloca DR - vk - Fixed crash when using vertex shaders with no descriptors Change 3099173 on 2016/08/24 by Ben.Woodhouse Fixed various issues with subsurface profile, for checkerboard and non-checkerboard code paths - Re-enable non-checkerboard skin by default - Checkerboard issues fixed: - Emissive lighting was being applied twice due to not taking checkerboard pattern into account - Emissive lighting was modulated by basecolor in the recombine - Metallic materials were contributing specular lighting to the diffuse channel - Non-checkerboard fixes: - Fix write mask during SkyLightDiffuse so alpha is updated correctly - Metallic specular lighting was broken (specularColor was lerping to white instead of baseColor) - Optimisation: Fall back to default lit for pixels where the opacity is 0. - For non-checkerboard, this gives better handling of metallic/emissive for pixels where SSS is not required (non-CB RGBA encoding for diffuse/spec doesn't cope well with colored specular or emissive) - For checkerboard, this gives similar results in terms of shading, but we get full-resolution shading on non SSS pixels #jira UE-34561 Change 3099673 on 2016/08/24 by Daniel.Wright Removed unused reflection shape variables Change 3099674 on 2016/08/24 by Daniel.Wright Fixed translucent materials not working in DrawMaterialToRenderTarget (fallout from cl 3089208) Fixed ensure with FRendererModule::DrawTile in the forward renderer, trying to bind light attenuation texture Change 3099700 on 2016/08/24 by Daniel.Wright Disabled log spam when a Rift is connected but not being used Change 3099730 on 2016/08/24 by Daniel.Wright MSAA depth resolve uses depth of closest surface, hides some artifacts with dynamic shadowing against the skybox Change 3099789 on 2016/08/24 by Brian.Karis FloatRGB is now always supported. If 11:11:10 isn't supported by hardware this format by definition will map to a different format meaning it is always supported. Change 3099987 on 2016/08/24 by Daniel.Wright Fixed light grid debug asserts on PS4 * Always creating the local light buffer, even if it won't be used by the shader * Transition ViewState FRWBuffers to writable at the beginning of a new frame Change 3100120 on 2016/08/24 by Rolando.Caloca DR - vk - Use 256MB pages for GPU memory Change 3100151 on 2016/08/24 by Daniel.Wright PS4 gracefully falls back to Temporal AA when MSAA is requested, as the GNM RHI doesn't support MSAA yet Change 3100302 on 2016/08/24 by Rolando.Caloca DR - vk - Mem system changes - Now allocates a readback heap from GPU->CPU - Removed bad total memory on heap/type - Added fallback to another mem type if it's OOM Change 3101110 on 2016/08/25 by Rolando.Caloca DR - vk - Remove r.Vulkan.UseGLSL Change 3101121 on 2016/08/25 by Rolando.Caloca DR - vk - Initial support for HiResShot Change 3101450 on 2016/08/25 by Rolando.Caloca DR - vk - Remove imagelayout from textures; renamed a method for clarity Change 3101462 on 2016/08/25 by Daniel.Wright Planar reflections no longer update GPU particles, fixes Scene Depth particle collision Change 3101525 on 2016/08/25 by Frank.Fella Niagara - Remove public include modules from niagara, and remove the public include dependency on niagara from UnrealEd, and fix up fallout. Change 3101613 on 2016/08/25 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3101686 on 2016/08/25 by Frank.Fella Niagara - Move asset type actions into the niagara module. Change 3101865 on 2016/08/25 by Rolando.Caloca DR - vk - Fix compile issue when enabling dump layer Change 3101946 on 2016/08/25 by Frank.Fella Orion - Fix include error caused by niagara include fixup. Change 3101999 on 2016/08/25 by Frank.Fella Fortnite - Fix include error caused by niagara include fixup. Change 3102035 on 2016/08/25 by Frank.Fella Ocean - Fix include error caused by niagara include fixup. Change 3102047 on 2016/08/25 by Frank.Fella UnrealTournament - Fix include error caused by niagara include fixup. Change 3102627 on 2016/08/26 by Frank.Fella Niagara - Move stats group declaration to the niagara module and move the stats declarations in the niagara module into the cpp files. Change 3102654 on 2016/08/26 by Ben.Woodhouse Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators #jira UE-33424 Change 3102780 on 2016/08/26 by Ben.Woodhouse Make shadow culling take FOV into account, via LODDistanceFactor Also set the LODDistanceFactorSquared member of the view, which was previously uninitialized #jira UE-33873 Change 3102930 on 2016/08/26 by Rolando.Caloca DR - vk - Do not require backbuffer at start, like Metal Change 3103061 on 2016/08/26 by Rolando.Caloca DR - vk - More debug dump to help track down issues Change 3103143 on 2016/08/26 by Rolando.Caloca DR - vk - Added partial image view for each texture for Depth/Stencil - Removed some unused members from textures Change 3104162 on 2016/08/29 by Gil.Gribb Merging //UE4/Dev-Main@3104155 to Dev-Rendering (//UE4/Dev-Rendering) Change 3104491 on 2016/08/29 by Rolando.Caloca DR - vk - Fix merge issue Change 3104500 on 2016/08/29 by Rolando.Caloca DR - Rebuilt hlslcc libs after merge Change 3104978 on 2016/08/29 by John.Billon -Moved Particle Cutouts to the Required Module -Pre-existing SubUVAnimation data is automatically moved to required on Init. -Added Default Particle Cutouts project setting that will attempt to find and use a texture on a particle's material for a cutout by default. Change 3105249 on 2016/08/29 by John.Billon Fixing non-editor compile error. Change 3105326 on 2016/08/29 by Zabir.Hoque SIMD Movie Player on XB1 Change 3105813 on 2016/08/30 by John.Billon Fixing static analysis warning. Change 3106322 on 2016/08/30 by Matt.Kuhlenschmidt Removed duplicated view uniform shader parameters initialization between slate and scene rendering. Moved all the duped initialization into a single shared method. The shared method should be where new parameters are initialized if they are required for the view to work properly. Change 3106350 on 2016/08/30 by Rolando.Caloca DR - vk - Added missing texture formats - Added texture debug name Change 3106547 on 2016/08/30 by Rolando.Caloca DR - Added ESimpleRenderTargetMode::EExistingColorAndClearDepth Change 3106631 on 2016/08/30 by Uriel.Doyon Dirty Texture Streaming Build do not dirty maps anymore. #jira UE-35241 Change 3106919 on 2016/08/30 by Rolando.Caloca DR - Temp workaround to get Vulkan up & running, might require hlslcc fix Change 3106974 on 2016/08/30 by Uriel.Doyon Changed lightmass exports version from GUID to INT in order to shorten filenames. Change 3106988 on 2016/08/30 by Uriel.Doyon New project specific config value r.Streaming.CheckBuildStatus used to specify whether the engine should check if the "Texture Streaming Build" is dirty (false by default). #jira UE-35227 Change 3107927 on 2016/08/31 by John.Billon -Duplicating OpenGL4 ClearUAV Implementation from 4.13 -Fixed uav clear format. #Jira UE-35345 Change 3108095 on 2016/08/31 by Marc.Olano Restore initialization of noise textures, accidentally removed in @3106322 #jira UE-35369 Change 3108557 on 2016/08/31 by John.Billon Fixing HTML5 compile error [CL 3109297 by Gil Gribb in Main branch]
2016-08-31 21:22:32 -04:00
#include "AssetTypeActions/AssetTypeActions_NiagaraEffect.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3232283 on 2016/12/13 by Ben.Woodhouse D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3232641 on 2016/12/13 by Mark.Satterthwaite - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. Change 3232661 on 2016/12/13 by Mark.Satterthwaite Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later. Change 3232759 on 2016/12/13 by Ben.Woodhouse Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html Change 3232803 on 2016/12/13 by Ben.Marsh Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well. Change 3232836 on 2016/12/13 by Ben.Marsh Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs. Change 3232974 on 2016/12/13 by Rolando.Caloca DR - Refactor common code to UWorld::RecreateScene #jira UE-36719 PR #2824 Change 3232976 on 2016/12/13 by Ben.Marsh Add missing dependency on tools node for Mac cooks. Need to compile SCW first. Change 3233289 on 2016/12/13 by Olaf.Piesche Fixing potentially broken spot/point light fade with old content; initialize new properties properly Change 3233811 on 2016/12/13 by Mark.Satterthwaite Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. Change 3233854 on 2016/12/13 by Mark.Satterthwaite More information about texture type validation errors in Metal. Change 3234650 on 2016/12/14 by Rolando.Caloca DR - vk - Fix bad aspect on depth cubemaps Change 3234651 on 2016/12/14 by Rolando.Caloca DR - vk - Fix for 32 bit crash on dump layer Change 3234813 on 2016/12/14 by Guillaume.Abadie Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3235047 on 2016/12/14 by Uriel.Doyon Refactored HLOD texture streaming strategy to separate forced load from visibility. Added an incremental update in the last stage of the texture streaming update load to clear any pending work. Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything. Change 3235317 on 2016/12/14 by Uriel.Doyon Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo. Change 3235431 on 2016/12/14 by Rolando.Caloca DR - Fix for Vulkan drawing black Change 3236788 on 2016/12/15 by Mark.Satterthwaite Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. Change 3236850 on 2016/12/15 by Mark.Satterthwaite Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3237002 on 2016/12/15 by Benjamin.Hyder submitting updated TM-Shadermodels map Change 3237312 on 2016/12/15 by Rolando.Caloca DR - Change more macros to lambdas Change 3237394 on 2016/12/15 by Mark.Satterthwaite Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3237490 on 2016/12/15 by Daniel.Wright Fixed ULandscapeComponent::GetUsedMaterials Change 3237597 on 2016/12/15 by Ben.Woodhouse Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. Change 3237654 on 2016/12/15 by Daniel.Wright Non-editor compile fix Change 3238229 on 2016/12/16 by Rolando.Caloca DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it Change 3238236 on 2016/12/16 by Rolando.Caloca DR - Compile fixes Change 3238280 on 2016/12/16 by Marc.Olano Small optimization to Lanczos-3 upsample shader code. Change 3238321 on 2016/12/16 by Rolando.Caloca DR - Compile fix Change 3238331 on 2016/12/16 by Rolando.Caloca DR - compile fix Change 3238495 on 2016/12/16 by Marc.Olano Replace TEA random number generator with PCG. Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled. Change 3238496 on 2016/12/16 by Marc.Olano Tone mapping fix for OR-31752, cherry picked from Orion 3208273 Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance. Change 3238520 on 2016/12/16 by Rolando.Caloca DR - CIS Fix Change 3238571 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3238605 on 2016/12/16 by Daniel.Wright Sharing IndirectLightingCacheTextureSampler samplers Change 3238626 on 2016/12/16 by Daniel.Wright Ray Traced Distance Field Shadow optimizations * Tighter light space tile culling * Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance * Depth bounds test on upsample * Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality * RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes Change 3238652 on 2016/12/16 by Rolando.Caloca DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead Change 3238855 on 2016/12/16 by Rolando.Caloca DR - Added FRHITexture2D GetSizeXY Change 3238881 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3239008 on 2016/12/16 by Arne.Schober DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands Change 3239012 on 2016/12/16 by Arne.Schober DR - missing file Change 3239255 on 2016/12/17 by Rolando.Caloca DR - Remove shader clears from D3D11 Change 3239690 on 2016/12/19 by Rolando.Caloca DR - vk - Misc fixes from 1.0.37.00 SDK warnings Change 3239964 on 2016/12/19 by Rolando.Caloca DR - Fix click on editor not showing selected Change 3239995 on 2016/12/19 by Rolando.Caloca DR - Enable dist field on GL4 & Vulkan SM5 Change 3240162 on 2016/12/19 by Daniel.Wright Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code Change 3240163 on 2016/12/19 by Daniel.Wright Distance field self shadowing controls for hiding world position offset self-shadow artifacts * Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows * Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground Change 3240271 on 2016/12/19 by Daniel.Wright Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers. Change 3240282 on 2016/12/19 by Rolando.Caloca DR - Proper fix for hit proxies clear - Added missing stencil ref to DrawClearQuad Change 3240316 on 2016/12/19 by Rolando.Caloca DR - vk - Fixed some new 1.0.37.0 warnings Change 3240354 on 2016/12/19 by Rolando.Caloca DR - Dev shaders on sm4/5 Change 3240759 on 2016/12/20 by Rolando.Caloca DR - Fix bad crc on GL element declarations Change 3240895 on 2016/12/20 by Rolando.Caloca DR - vk - Swapchain fixes Change 3241057 on 2016/12/20 by Rolando.Caloca DR - vk - Fix resize on desktop Change 3241112 on 2016/12/20 by Rolando.Caloca DR - vk - Fix 1.0.37.0 warnings - Ignore some warnings we know we can't fix Change 3241310 on 2016/12/20 by Rolando.Caloca DR - vk - Fix crash Change 3241417 on 2016/12/20 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios Change 3241990 on 2016/12/21 by Daniel.Wright Converted DistanceFieldVolume data to BulkData * FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s Change 3242005 on 2016/12/21 by Daniel.Wright Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity Change 3242295 on 2016/12/21 by Bob.Tellez Duplicating CL#3242294 from //Fortnite/Main #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3242487 on 2016/12/21 by Marcus.Wassmer Fix typo Change 3243091 on 2016/12/22 by Daniel.Wright Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS Change 3243161 on 2016/12/22 by Uriel.Doyon New async tasks for the streaming update. Optimizing the biggest frame cost. Change 3243179 on 2016/12/22 by Uriel.Doyon Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask Change 3243236 on 2016/12/22 by Daniel.Wright Fixed DFAO bilateral upsample * Depth buffer was being unbound due to lack of DepthRead_StencilNop Change 3243452 on 2016/12/23 by Ben.Woodhouse Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners #jira UE-35247 Change 3243512 on 2016/12/23 by Uriel.Doyon Improved task system for texture streaming. Change 3243742 on 2016/12/26 by Rolando.Caloca DR - vk - Fix UAV clears - Removed old validation layer - Print found device layers Change 3243745 on 2016/12/27 by Rolando.Caloca DR - vk - Fix for texture cube arrays - Warning for ClearUAVs Change 3243762 on 2016/12/27 by Rolando.Caloca DR - vk - Always use pipeline cache Change 3244450 on 2016/12/31 by Rolando.Caloca DR - vk - Pre reqs for separate transfer queue Change 3244453 on 2016/12/31 by Rolando.Caloca DR - vk - Win32 compile fix Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3244757 on 2017/01/03 by Marcus.Wassmer Niagara is still experimental in non-task branches. Change 3245059 on 2017/01/03 by Benjamin.Hyder Submitting TM-TrigNodes map Change 3245500 on 2017/01/03 by Olaf.Piesche Compile fix #1 for post-merge problems Change 3245572 on 2017/01/03 by Olaf.Piesche (Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool. Change 3245683 on 2017/01/03 by Marcus.Wassmer Fix some niagara warnings Change 3245732 on 2017/01/03 by Marcus.Wassmer Fix Niagara compile on clang platforms. Fix a few warnings / static analysis things as well. Change 3246403 on 2017/01/04 by Rolando.Caloca DR - vk - Fix bogus warning Change 3246432 on 2017/01/04 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering) Change 3246538 on 2017/01/04 by Rolando.Caloca DR - vk - Show hitch time for compute psos Change 3246580 on 2017/01/04 by Rolando.Caloca DR - vk - compile fix Change 3246610 on 2017/01/04 by Rolando.Caloca DR - Compute PSO pre reqs Change 3246707 on 2017/01/04 by Marcus.Wassmer Add missing integer operations to UnrealMathDirectX.h Change 3246786 on 2017/01/04 by Marcus.Wassmer Avoid public dependency build errors. Should probably just remove the DDCUtils module instead Change 3246828 on 2017/01/04 by Olaf.Piesche UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view. Change 3247026 on 2017/01/04 by Rolando.Caloca DR - Remove CrossCompilerTool as it's not required anymore Change 3247086 on 2017/01/04 by Marcus.Wassmer Remove includes for Core.h monolithic header Change 3247227 on 2017/01/04 by Marcus.Wassmer Fix typo and compile errors. Change 3247228 on 2017/01/04 by Marcus.Wassmer Use crossplatform intrinsics Change 3247229 on 2017/01/04 by Marcus.Wassmer Implement missing integer NEON operations. Change NEON vectorint to match name and sign from other platforms Change 3247245 on 2017/01/04 by Marcus.Wassmer Fixing various warnings/errors from clang platforms (Mac/Linux) Change 3247331 on 2017/01/04 by Marcus.Wassmer More Mac/clang fixes Change 3247958 on 2017/01/05 by Marcus.Wassmer VectorInt < - > Float ops should be conversions not reinterpret cast Change 3247959 on 2017/01/05 by Marcus.Wassmer Add missing ops to non-vector header Change 3247964 on 2017/01/05 by Rolando.Caloca DR - Temp fix for crash #jira UE-40211 Change 3248067 on 2017/01/05 by Rolando.Caloca DR - Static analysis fixes #jira UE-40167 Change 3248284 on 2017/01/05 by Rolando.Caloca DR - Linuix Compile fix #jira UE-40260 Change 3248288 on 2017/01/05 by Rolando.Caloca DR - Linux compile fix #jira UE-40264 Change 3248399 on 2017/01/05 by Brian.Karis Filtered importance sampling for envmap prefiltering. Fixed SSR on clearcoat with skylight only. Change 3248503 on 2017/01/05 by Rolando.Caloca DR - Linux fixes #jira UE-40264 Change 3248666 on 2017/01/05 by Brian.Karis Fix GL compile error Change 3248740 on 2017/01/05 by Marcus.Wassmer Fix linux and clang errors/warnings Change 3248851 on 2017/01/05 by Marcus.Wassmer Simplest fix for ES2 compile errors Change 3249217 on 2017/01/06 by Simon.Tovey Speculative fix for static analysis warning Change 3249296 on 2017/01/06 by Ben.Woodhouse XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3249300 on 2017/01/06 by Ben.Woodhouse Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296 Change 3249387 on 2017/01/06 by Rolando.Caloca DR - Fix GL clear issues #jira UE-40254 Change 3249435 on 2017/01/06 by Ben.Woodhouse Duplicated from UT CL 3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 Change 3249721 on 2017/01/06 by Marcus.Wassmer Remove final references to non-existent Niagara data Change 3249742 on 2017/01/06 by Marcus.Wassmer Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. [CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
#include "AssetTypeActions/AssetTypeActions_NiagaraEmitter.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3109293) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3091951 on 2016/08/17 by Chris.Bunner (Duplicate) CL 3090919: Fixed edge case interactions in HLOD ray rejection logic in Lightmass. Change 3093162 on 2016/08/18 by Ben.Woodhouse Fix minor memory leak (missing delete of RT Heartbeat thread) Change 3093470 on 2016/08/18 by Ben.Woodhouse Fix minor leak in FMonitoredProcess - the Thread member would get leaked if the FMonitoredProcess was cancelled, because it gets NULLed without deleting it. Fix is to add a bool to keep track of whether the thread is running, rather than using the Thread pointer. Also fixes a race condition where the FMonitoredProcess::Thread member could get initialized after the thread had completed. This would cause IsRunning to never return false, even if the thread has completed, and the editor would hang on startup (this was fixed by setting bIsRunning to true before creating the thread) Change 3093698 on 2016/08/18 by Daniel.Wright Translucent lighting volume draw event cleanup Change 3093700 on 2016/08/18 by Daniel.Wright Clamp on box reflection capture transition distance visualizer Change 3093755 on 2016/08/18 by Ryan.Vance Merging stereo planar reflections from Odin. Change 3094060 on 2016/08/18 by Daniel.Wright Fully featured base pass reflection captures with blending and parallax correction * Used in the forward renderer when materials opt-in to 'High Quality Reflections' * Used in the deferred renderer for translucent 'Surface ForwardShading' materials * Reflection captures are culled to a frustum space grid using the same reverse linked-list method as lights in the forward renderer * Fixed grid culling in stereo / splitscreen * The ReflectionEnvironment compute shader used in the deferred path also uses the culled grid now which reduces its cost from .93ms -> .70ms on 970 GTX. PS4 cost is about the same. * Capsule indirect self-shadowing is now reduced in the forward path to match deferred, and both are controlled by r.CapsuleIndirectShadowSelfShadowIntensity * SetupHZB is now skipped when SSAO / SSR / HZB are all disabled Change 3094160 on 2016/08/18 by Daniel.Wright CIS fixes Change 3094899 on 2016/08/19 by Ben.Woodhouse Batching optimization for dragging components onto blueprints, reported on UDN. Adding 2300 static mesh actors now takes 3 seconds instead of 40 minutes. https://udn.unrealengine.com/questions/305821/suspected-rhi-uniform-buffer-leak-when-adding-stat.html #jira UE-34937 Change 3095256 on 2016/08/19 by Daniel.Wright Disabled ISR warning spamming CIS Change 3095468 on 2016/08/19 by Daniel.Wright Fixed refcounting on hit proxy render targets Change 3095470 on 2016/08/19 by Daniel.Wright Added bVisibleInReflectionCaptures to primitive component, which is useful for hiding objects too close to the capture point Change 3096274 on 2016/08/22 by Rolando.Caloca DR - vk - added missing BC4 Change 3096291 on 2016/08/22 by Rolando.Caloca DR - vk - Fix image views for some rendertarget formats - Fix ImageViews on sub mips Change 3096579 on 2016/08/22 by Rolando.Caloca DR - vk - Fix rendering for shaders with no descriptors Change 3096584 on 2016/08/22 by Rolando.Caloca DR - vk - Fix 3d texture update Change 3096813 on 2016/08/22 by Rolando.Caloca DR - Fix GL linking errors PR #2615 Change 3097062 on 2016/08/22 by Rolando.Caloca DR - vk - Added unified mem flag - Added Mip index into UAV - Switched compute descriptor set index 0 Change 3097065 on 2016/08/22 by Rolando.Caloca DR - vk - Framebuffer barriers now wait on STAGE_FRAGMENT_SHADER instead of STAGE_BOTTOM_OF_PIPE Change 3097084 on 2016/08/22 by Daniel.Wright Enabled r.VertexFoggingForOpaque by default to match other forward renderer choices (fast by default) Change 3097086 on 2016/08/22 by Rolando.Caloca DR - vk - Missed file Change 3097943 on 2016/08/23 by Rolando.Caloca DR - hlslcc - Remove duplicated definitions out into a common header Change 3098166 on 2016/08/23 by Rolando.Caloca DR - Custom Renderer callback after getting SceneColor Change 3098418 on 2016/08/23 by Olaf.Piesche Moving vertex factory dirtying to always happen in-editor for mesh emitters on dynamic data reinitialization; there are several cases in which this needs to happen (some material changes, mesh reimports...) which are difficult to track, so in-editor we just always recreate the mesh particle vertex factory with the dynamic data. #jira UE-34838 Change 3098448 on 2016/08/23 by Rolando.Caloca DR - vk - fixes for depth/stencil descriptors - Minor debug dump improvement Change 3098463 on 2016/08/23 by Daniel.Wright Static lights with MinRoughness = 1.0 don't get their source shapes drawn into reflection captures, since they are being used as virtual area lights Change 3098556 on 2016/08/23 by Daniel.Wright Lightmass area shadows only mark texels as mapped inside the light's influence, which fixes multiple stationary lights with bUseAreaShadowsForStationaryLight interfering. Change 3098672 on 2016/08/23 by Rolando.Caloca DR - vk - Fixed crash when using vertex shaders with no descriptors Change 3099173 on 2016/08/24 by Ben.Woodhouse Fixed various issues with subsurface profile, for checkerboard and non-checkerboard code paths - Re-enable non-checkerboard skin by default - Checkerboard issues fixed: - Emissive lighting was being applied twice due to not taking checkerboard pattern into account - Emissive lighting was modulated by basecolor in the recombine - Metallic materials were contributing specular lighting to the diffuse channel - Non-checkerboard fixes: - Fix write mask during SkyLightDiffuse so alpha is updated correctly - Metallic specular lighting was broken (specularColor was lerping to white instead of baseColor) - Optimisation: Fall back to default lit for pixels where the opacity is 0. - For non-checkerboard, this gives better handling of metallic/emissive for pixels where SSS is not required (non-CB RGBA encoding for diffuse/spec doesn't cope well with colored specular or emissive) - For checkerboard, this gives similar results in terms of shading, but we get full-resolution shading on non SSS pixels #jira UE-34561 Change 3099673 on 2016/08/24 by Daniel.Wright Removed unused reflection shape variables Change 3099674 on 2016/08/24 by Daniel.Wright Fixed translucent materials not working in DrawMaterialToRenderTarget (fallout from cl 3089208) Fixed ensure with FRendererModule::DrawTile in the forward renderer, trying to bind light attenuation texture Change 3099700 on 2016/08/24 by Daniel.Wright Disabled log spam when a Rift is connected but not being used Change 3099730 on 2016/08/24 by Daniel.Wright MSAA depth resolve uses depth of closest surface, hides some artifacts with dynamic shadowing against the skybox Change 3099789 on 2016/08/24 by Brian.Karis FloatRGB is now always supported. If 11:11:10 isn't supported by hardware this format by definition will map to a different format meaning it is always supported. Change 3099987 on 2016/08/24 by Daniel.Wright Fixed light grid debug asserts on PS4 * Always creating the local light buffer, even if it won't be used by the shader * Transition ViewState FRWBuffers to writable at the beginning of a new frame Change 3100120 on 2016/08/24 by Rolando.Caloca DR - vk - Use 256MB pages for GPU memory Change 3100151 on 2016/08/24 by Daniel.Wright PS4 gracefully falls back to Temporal AA when MSAA is requested, as the GNM RHI doesn't support MSAA yet Change 3100302 on 2016/08/24 by Rolando.Caloca DR - vk - Mem system changes - Now allocates a readback heap from GPU->CPU - Removed bad total memory on heap/type - Added fallback to another mem type if it's OOM Change 3101110 on 2016/08/25 by Rolando.Caloca DR - vk - Remove r.Vulkan.UseGLSL Change 3101121 on 2016/08/25 by Rolando.Caloca DR - vk - Initial support for HiResShot Change 3101450 on 2016/08/25 by Rolando.Caloca DR - vk - Remove imagelayout from textures; renamed a method for clarity Change 3101462 on 2016/08/25 by Daniel.Wright Planar reflections no longer update GPU particles, fixes Scene Depth particle collision Change 3101525 on 2016/08/25 by Frank.Fella Niagara - Remove public include modules from niagara, and remove the public include dependency on niagara from UnrealEd, and fix up fallout. Change 3101613 on 2016/08/25 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3101686 on 2016/08/25 by Frank.Fella Niagara - Move asset type actions into the niagara module. Change 3101865 on 2016/08/25 by Rolando.Caloca DR - vk - Fix compile issue when enabling dump layer Change 3101946 on 2016/08/25 by Frank.Fella Orion - Fix include error caused by niagara include fixup. Change 3101999 on 2016/08/25 by Frank.Fella Fortnite - Fix include error caused by niagara include fixup. Change 3102035 on 2016/08/25 by Frank.Fella Ocean - Fix include error caused by niagara include fixup. Change 3102047 on 2016/08/25 by Frank.Fella UnrealTournament - Fix include error caused by niagara include fixup. Change 3102627 on 2016/08/26 by Frank.Fella Niagara - Move stats group declaration to the niagara module and move the stats declarations in the niagara module into the cpp files. Change 3102654 on 2016/08/26 by Ben.Woodhouse Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators #jira UE-33424 Change 3102780 on 2016/08/26 by Ben.Woodhouse Make shadow culling take FOV into account, via LODDistanceFactor Also set the LODDistanceFactorSquared member of the view, which was previously uninitialized #jira UE-33873 Change 3102930 on 2016/08/26 by Rolando.Caloca DR - vk - Do not require backbuffer at start, like Metal Change 3103061 on 2016/08/26 by Rolando.Caloca DR - vk - More debug dump to help track down issues Change 3103143 on 2016/08/26 by Rolando.Caloca DR - vk - Added partial image view for each texture for Depth/Stencil - Removed some unused members from textures Change 3104162 on 2016/08/29 by Gil.Gribb Merging //UE4/Dev-Main@3104155 to Dev-Rendering (//UE4/Dev-Rendering) Change 3104491 on 2016/08/29 by Rolando.Caloca DR - vk - Fix merge issue Change 3104500 on 2016/08/29 by Rolando.Caloca DR - Rebuilt hlslcc libs after merge Change 3104978 on 2016/08/29 by John.Billon -Moved Particle Cutouts to the Required Module -Pre-existing SubUVAnimation data is automatically moved to required on Init. -Added Default Particle Cutouts project setting that will attempt to find and use a texture on a particle's material for a cutout by default. Change 3105249 on 2016/08/29 by John.Billon Fixing non-editor compile error. Change 3105326 on 2016/08/29 by Zabir.Hoque SIMD Movie Player on XB1 Change 3105813 on 2016/08/30 by John.Billon Fixing static analysis warning. Change 3106322 on 2016/08/30 by Matt.Kuhlenschmidt Removed duplicated view uniform shader parameters initialization between slate and scene rendering. Moved all the duped initialization into a single shared method. The shared method should be where new parameters are initialized if they are required for the view to work properly. Change 3106350 on 2016/08/30 by Rolando.Caloca DR - vk - Added missing texture formats - Added texture debug name Change 3106547 on 2016/08/30 by Rolando.Caloca DR - Added ESimpleRenderTargetMode::EExistingColorAndClearDepth Change 3106631 on 2016/08/30 by Uriel.Doyon Dirty Texture Streaming Build do not dirty maps anymore. #jira UE-35241 Change 3106919 on 2016/08/30 by Rolando.Caloca DR - Temp workaround to get Vulkan up & running, might require hlslcc fix Change 3106974 on 2016/08/30 by Uriel.Doyon Changed lightmass exports version from GUID to INT in order to shorten filenames. Change 3106988 on 2016/08/30 by Uriel.Doyon New project specific config value r.Streaming.CheckBuildStatus used to specify whether the engine should check if the "Texture Streaming Build" is dirty (false by default). #jira UE-35227 Change 3107927 on 2016/08/31 by John.Billon -Duplicating OpenGL4 ClearUAV Implementation from 4.13 -Fixed uav clear format. #Jira UE-35345 Change 3108095 on 2016/08/31 by Marc.Olano Restore initialization of noise textures, accidentally removed in @3106322 #jira UE-35369 Change 3108557 on 2016/08/31 by John.Billon Fixing HTML5 compile error [CL 3109297 by Gil Gribb in Main branch]
2016-08-31 21:22:32 -04:00
#include "AssetTypeActions/AssetTypeActions_NiagaraScript.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3232283 on 2016/12/13 by Ben.Woodhouse D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3232641 on 2016/12/13 by Mark.Satterthwaite - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. Change 3232661 on 2016/12/13 by Mark.Satterthwaite Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later. Change 3232759 on 2016/12/13 by Ben.Woodhouse Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html Change 3232803 on 2016/12/13 by Ben.Marsh Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well. Change 3232836 on 2016/12/13 by Ben.Marsh Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs. Change 3232974 on 2016/12/13 by Rolando.Caloca DR - Refactor common code to UWorld::RecreateScene #jira UE-36719 PR #2824 Change 3232976 on 2016/12/13 by Ben.Marsh Add missing dependency on tools node for Mac cooks. Need to compile SCW first. Change 3233289 on 2016/12/13 by Olaf.Piesche Fixing potentially broken spot/point light fade with old content; initialize new properties properly Change 3233811 on 2016/12/13 by Mark.Satterthwaite Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. Change 3233854 on 2016/12/13 by Mark.Satterthwaite More information about texture type validation errors in Metal. Change 3234650 on 2016/12/14 by Rolando.Caloca DR - vk - Fix bad aspect on depth cubemaps Change 3234651 on 2016/12/14 by Rolando.Caloca DR - vk - Fix for 32 bit crash on dump layer Change 3234813 on 2016/12/14 by Guillaume.Abadie Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3235047 on 2016/12/14 by Uriel.Doyon Refactored HLOD texture streaming strategy to separate forced load from visibility. Added an incremental update in the last stage of the texture streaming update load to clear any pending work. Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything. Change 3235317 on 2016/12/14 by Uriel.Doyon Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo. Change 3235431 on 2016/12/14 by Rolando.Caloca DR - Fix for Vulkan drawing black Change 3236788 on 2016/12/15 by Mark.Satterthwaite Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. Change 3236850 on 2016/12/15 by Mark.Satterthwaite Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3237002 on 2016/12/15 by Benjamin.Hyder submitting updated TM-Shadermodels map Change 3237312 on 2016/12/15 by Rolando.Caloca DR - Change more macros to lambdas Change 3237394 on 2016/12/15 by Mark.Satterthwaite Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3237490 on 2016/12/15 by Daniel.Wright Fixed ULandscapeComponent::GetUsedMaterials Change 3237597 on 2016/12/15 by Ben.Woodhouse Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. Change 3237654 on 2016/12/15 by Daniel.Wright Non-editor compile fix Change 3238229 on 2016/12/16 by Rolando.Caloca DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it Change 3238236 on 2016/12/16 by Rolando.Caloca DR - Compile fixes Change 3238280 on 2016/12/16 by Marc.Olano Small optimization to Lanczos-3 upsample shader code. Change 3238321 on 2016/12/16 by Rolando.Caloca DR - Compile fix Change 3238331 on 2016/12/16 by Rolando.Caloca DR - compile fix Change 3238495 on 2016/12/16 by Marc.Olano Replace TEA random number generator with PCG. Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled. Change 3238496 on 2016/12/16 by Marc.Olano Tone mapping fix for OR-31752, cherry picked from Orion 3208273 Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance. Change 3238520 on 2016/12/16 by Rolando.Caloca DR - CIS Fix Change 3238571 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3238605 on 2016/12/16 by Daniel.Wright Sharing IndirectLightingCacheTextureSampler samplers Change 3238626 on 2016/12/16 by Daniel.Wright Ray Traced Distance Field Shadow optimizations * Tighter light space tile culling * Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance * Depth bounds test on upsample * Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality * RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes Change 3238652 on 2016/12/16 by Rolando.Caloca DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead Change 3238855 on 2016/12/16 by Rolando.Caloca DR - Added FRHITexture2D GetSizeXY Change 3238881 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3239008 on 2016/12/16 by Arne.Schober DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands Change 3239012 on 2016/12/16 by Arne.Schober DR - missing file Change 3239255 on 2016/12/17 by Rolando.Caloca DR - Remove shader clears from D3D11 Change 3239690 on 2016/12/19 by Rolando.Caloca DR - vk - Misc fixes from 1.0.37.00 SDK warnings Change 3239964 on 2016/12/19 by Rolando.Caloca DR - Fix click on editor not showing selected Change 3239995 on 2016/12/19 by Rolando.Caloca DR - Enable dist field on GL4 & Vulkan SM5 Change 3240162 on 2016/12/19 by Daniel.Wright Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code Change 3240163 on 2016/12/19 by Daniel.Wright Distance field self shadowing controls for hiding world position offset self-shadow artifacts * Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows * Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground Change 3240271 on 2016/12/19 by Daniel.Wright Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers. Change 3240282 on 2016/12/19 by Rolando.Caloca DR - Proper fix for hit proxies clear - Added missing stencil ref to DrawClearQuad Change 3240316 on 2016/12/19 by Rolando.Caloca DR - vk - Fixed some new 1.0.37.0 warnings Change 3240354 on 2016/12/19 by Rolando.Caloca DR - Dev shaders on sm4/5 Change 3240759 on 2016/12/20 by Rolando.Caloca DR - Fix bad crc on GL element declarations Change 3240895 on 2016/12/20 by Rolando.Caloca DR - vk - Swapchain fixes Change 3241057 on 2016/12/20 by Rolando.Caloca DR - vk - Fix resize on desktop Change 3241112 on 2016/12/20 by Rolando.Caloca DR - vk - Fix 1.0.37.0 warnings - Ignore some warnings we know we can't fix Change 3241310 on 2016/12/20 by Rolando.Caloca DR - vk - Fix crash Change 3241417 on 2016/12/20 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios Change 3241990 on 2016/12/21 by Daniel.Wright Converted DistanceFieldVolume data to BulkData * FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s Change 3242005 on 2016/12/21 by Daniel.Wright Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity Change 3242295 on 2016/12/21 by Bob.Tellez Duplicating CL#3242294 from //Fortnite/Main #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3242487 on 2016/12/21 by Marcus.Wassmer Fix typo Change 3243091 on 2016/12/22 by Daniel.Wright Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS Change 3243161 on 2016/12/22 by Uriel.Doyon New async tasks for the streaming update. Optimizing the biggest frame cost. Change 3243179 on 2016/12/22 by Uriel.Doyon Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask Change 3243236 on 2016/12/22 by Daniel.Wright Fixed DFAO bilateral upsample * Depth buffer was being unbound due to lack of DepthRead_StencilNop Change 3243452 on 2016/12/23 by Ben.Woodhouse Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners #jira UE-35247 Change 3243512 on 2016/12/23 by Uriel.Doyon Improved task system for texture streaming. Change 3243742 on 2016/12/26 by Rolando.Caloca DR - vk - Fix UAV clears - Removed old validation layer - Print found device layers Change 3243745 on 2016/12/27 by Rolando.Caloca DR - vk - Fix for texture cube arrays - Warning for ClearUAVs Change 3243762 on 2016/12/27 by Rolando.Caloca DR - vk - Always use pipeline cache Change 3244450 on 2016/12/31 by Rolando.Caloca DR - vk - Pre reqs for separate transfer queue Change 3244453 on 2016/12/31 by Rolando.Caloca DR - vk - Win32 compile fix Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3244757 on 2017/01/03 by Marcus.Wassmer Niagara is still experimental in non-task branches. Change 3245059 on 2017/01/03 by Benjamin.Hyder Submitting TM-TrigNodes map Change 3245500 on 2017/01/03 by Olaf.Piesche Compile fix #1 for post-merge problems Change 3245572 on 2017/01/03 by Olaf.Piesche (Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool. Change 3245683 on 2017/01/03 by Marcus.Wassmer Fix some niagara warnings Change 3245732 on 2017/01/03 by Marcus.Wassmer Fix Niagara compile on clang platforms. Fix a few warnings / static analysis things as well. Change 3246403 on 2017/01/04 by Rolando.Caloca DR - vk - Fix bogus warning Change 3246432 on 2017/01/04 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering) Change 3246538 on 2017/01/04 by Rolando.Caloca DR - vk - Show hitch time for compute psos Change 3246580 on 2017/01/04 by Rolando.Caloca DR - vk - compile fix Change 3246610 on 2017/01/04 by Rolando.Caloca DR - Compute PSO pre reqs Change 3246707 on 2017/01/04 by Marcus.Wassmer Add missing integer operations to UnrealMathDirectX.h Change 3246786 on 2017/01/04 by Marcus.Wassmer Avoid public dependency build errors. Should probably just remove the DDCUtils module instead Change 3246828 on 2017/01/04 by Olaf.Piesche UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view. Change 3247026 on 2017/01/04 by Rolando.Caloca DR - Remove CrossCompilerTool as it's not required anymore Change 3247086 on 2017/01/04 by Marcus.Wassmer Remove includes for Core.h monolithic header Change 3247227 on 2017/01/04 by Marcus.Wassmer Fix typo and compile errors. Change 3247228 on 2017/01/04 by Marcus.Wassmer Use crossplatform intrinsics Change 3247229 on 2017/01/04 by Marcus.Wassmer Implement missing integer NEON operations. Change NEON vectorint to match name and sign from other platforms Change 3247245 on 2017/01/04 by Marcus.Wassmer Fixing various warnings/errors from clang platforms (Mac/Linux) Change 3247331 on 2017/01/04 by Marcus.Wassmer More Mac/clang fixes Change 3247958 on 2017/01/05 by Marcus.Wassmer VectorInt < - > Float ops should be conversions not reinterpret cast Change 3247959 on 2017/01/05 by Marcus.Wassmer Add missing ops to non-vector header Change 3247964 on 2017/01/05 by Rolando.Caloca DR - Temp fix for crash #jira UE-40211 Change 3248067 on 2017/01/05 by Rolando.Caloca DR - Static analysis fixes #jira UE-40167 Change 3248284 on 2017/01/05 by Rolando.Caloca DR - Linuix Compile fix #jira UE-40260 Change 3248288 on 2017/01/05 by Rolando.Caloca DR - Linux compile fix #jira UE-40264 Change 3248399 on 2017/01/05 by Brian.Karis Filtered importance sampling for envmap prefiltering. Fixed SSR on clearcoat with skylight only. Change 3248503 on 2017/01/05 by Rolando.Caloca DR - Linux fixes #jira UE-40264 Change 3248666 on 2017/01/05 by Brian.Karis Fix GL compile error Change 3248740 on 2017/01/05 by Marcus.Wassmer Fix linux and clang errors/warnings Change 3248851 on 2017/01/05 by Marcus.Wassmer Simplest fix for ES2 compile errors Change 3249217 on 2017/01/06 by Simon.Tovey Speculative fix for static analysis warning Change 3249296 on 2017/01/06 by Ben.Woodhouse XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3249300 on 2017/01/06 by Ben.Woodhouse Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296 Change 3249387 on 2017/01/06 by Rolando.Caloca DR - Fix GL clear issues #jira UE-40254 Change 3249435 on 2017/01/06 by Ben.Woodhouse Duplicated from UT CL 3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 Change 3249721 on 2017/01/06 by Marcus.Wassmer Remove final references to non-existent Niagara data Change 3249742 on 2017/01/06 by Marcus.Wassmer Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. [CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
#include "EdGraphUtilities.h"
#include "SGraphPin.h"
#include "SGraphPinVector4.h"
#include "SGraphPinNum.h"
#include "SGraphPinInteger.h"
#include "SGraphPinVector.h"
#include "SGraphPinVector2D.h"
#include "SGraphPinObject.h"
#include "SGraphPinColor.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
#include "SGraphPinBool.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3232283 on 2016/12/13 by Ben.Woodhouse D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3232641 on 2016/12/13 by Mark.Satterthwaite - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. Change 3232661 on 2016/12/13 by Mark.Satterthwaite Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later. Change 3232759 on 2016/12/13 by Ben.Woodhouse Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html Change 3232803 on 2016/12/13 by Ben.Marsh Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well. Change 3232836 on 2016/12/13 by Ben.Marsh Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs. Change 3232974 on 2016/12/13 by Rolando.Caloca DR - Refactor common code to UWorld::RecreateScene #jira UE-36719 PR #2824 Change 3232976 on 2016/12/13 by Ben.Marsh Add missing dependency on tools node for Mac cooks. Need to compile SCW first. Change 3233289 on 2016/12/13 by Olaf.Piesche Fixing potentially broken spot/point light fade with old content; initialize new properties properly Change 3233811 on 2016/12/13 by Mark.Satterthwaite Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. Change 3233854 on 2016/12/13 by Mark.Satterthwaite More information about texture type validation errors in Metal. Change 3234650 on 2016/12/14 by Rolando.Caloca DR - vk - Fix bad aspect on depth cubemaps Change 3234651 on 2016/12/14 by Rolando.Caloca DR - vk - Fix for 32 bit crash on dump layer Change 3234813 on 2016/12/14 by Guillaume.Abadie Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3235047 on 2016/12/14 by Uriel.Doyon Refactored HLOD texture streaming strategy to separate forced load from visibility. Added an incremental update in the last stage of the texture streaming update load to clear any pending work. Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything. Change 3235317 on 2016/12/14 by Uriel.Doyon Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo. Change 3235431 on 2016/12/14 by Rolando.Caloca DR - Fix for Vulkan drawing black Change 3236788 on 2016/12/15 by Mark.Satterthwaite Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. Change 3236850 on 2016/12/15 by Mark.Satterthwaite Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3237002 on 2016/12/15 by Benjamin.Hyder submitting updated TM-Shadermodels map Change 3237312 on 2016/12/15 by Rolando.Caloca DR - Change more macros to lambdas Change 3237394 on 2016/12/15 by Mark.Satterthwaite Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3237490 on 2016/12/15 by Daniel.Wright Fixed ULandscapeComponent::GetUsedMaterials Change 3237597 on 2016/12/15 by Ben.Woodhouse Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. Change 3237654 on 2016/12/15 by Daniel.Wright Non-editor compile fix Change 3238229 on 2016/12/16 by Rolando.Caloca DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it Change 3238236 on 2016/12/16 by Rolando.Caloca DR - Compile fixes Change 3238280 on 2016/12/16 by Marc.Olano Small optimization to Lanczos-3 upsample shader code. Change 3238321 on 2016/12/16 by Rolando.Caloca DR - Compile fix Change 3238331 on 2016/12/16 by Rolando.Caloca DR - compile fix Change 3238495 on 2016/12/16 by Marc.Olano Replace TEA random number generator with PCG. Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled. Change 3238496 on 2016/12/16 by Marc.Olano Tone mapping fix for OR-31752, cherry picked from Orion 3208273 Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance. Change 3238520 on 2016/12/16 by Rolando.Caloca DR - CIS Fix Change 3238571 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3238605 on 2016/12/16 by Daniel.Wright Sharing IndirectLightingCacheTextureSampler samplers Change 3238626 on 2016/12/16 by Daniel.Wright Ray Traced Distance Field Shadow optimizations * Tighter light space tile culling * Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance * Depth bounds test on upsample * Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality * RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes Change 3238652 on 2016/12/16 by Rolando.Caloca DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead Change 3238855 on 2016/12/16 by Rolando.Caloca DR - Added FRHITexture2D GetSizeXY Change 3238881 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3239008 on 2016/12/16 by Arne.Schober DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands Change 3239012 on 2016/12/16 by Arne.Schober DR - missing file Change 3239255 on 2016/12/17 by Rolando.Caloca DR - Remove shader clears from D3D11 Change 3239690 on 2016/12/19 by Rolando.Caloca DR - vk - Misc fixes from 1.0.37.00 SDK warnings Change 3239964 on 2016/12/19 by Rolando.Caloca DR - Fix click on editor not showing selected Change 3239995 on 2016/12/19 by Rolando.Caloca DR - Enable dist field on GL4 & Vulkan SM5 Change 3240162 on 2016/12/19 by Daniel.Wright Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code Change 3240163 on 2016/12/19 by Daniel.Wright Distance field self shadowing controls for hiding world position offset self-shadow artifacts * Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows * Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground Change 3240271 on 2016/12/19 by Daniel.Wright Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers. Change 3240282 on 2016/12/19 by Rolando.Caloca DR - Proper fix for hit proxies clear - Added missing stencil ref to DrawClearQuad Change 3240316 on 2016/12/19 by Rolando.Caloca DR - vk - Fixed some new 1.0.37.0 warnings Change 3240354 on 2016/12/19 by Rolando.Caloca DR - Dev shaders on sm4/5 Change 3240759 on 2016/12/20 by Rolando.Caloca DR - Fix bad crc on GL element declarations Change 3240895 on 2016/12/20 by Rolando.Caloca DR - vk - Swapchain fixes Change 3241057 on 2016/12/20 by Rolando.Caloca DR - vk - Fix resize on desktop Change 3241112 on 2016/12/20 by Rolando.Caloca DR - vk - Fix 1.0.37.0 warnings - Ignore some warnings we know we can't fix Change 3241310 on 2016/12/20 by Rolando.Caloca DR - vk - Fix crash Change 3241417 on 2016/12/20 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios Change 3241990 on 2016/12/21 by Daniel.Wright Converted DistanceFieldVolume data to BulkData * FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s Change 3242005 on 2016/12/21 by Daniel.Wright Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity Change 3242295 on 2016/12/21 by Bob.Tellez Duplicating CL#3242294 from //Fortnite/Main #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3242487 on 2016/12/21 by Marcus.Wassmer Fix typo Change 3243091 on 2016/12/22 by Daniel.Wright Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS Change 3243161 on 2016/12/22 by Uriel.Doyon New async tasks for the streaming update. Optimizing the biggest frame cost. Change 3243179 on 2016/12/22 by Uriel.Doyon Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask Change 3243236 on 2016/12/22 by Daniel.Wright Fixed DFAO bilateral upsample * Depth buffer was being unbound due to lack of DepthRead_StencilNop Change 3243452 on 2016/12/23 by Ben.Woodhouse Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners #jira UE-35247 Change 3243512 on 2016/12/23 by Uriel.Doyon Improved task system for texture streaming. Change 3243742 on 2016/12/26 by Rolando.Caloca DR - vk - Fix UAV clears - Removed old validation layer - Print found device layers Change 3243745 on 2016/12/27 by Rolando.Caloca DR - vk - Fix for texture cube arrays - Warning for ClearUAVs Change 3243762 on 2016/12/27 by Rolando.Caloca DR - vk - Always use pipeline cache Change 3244450 on 2016/12/31 by Rolando.Caloca DR - vk - Pre reqs for separate transfer queue Change 3244453 on 2016/12/31 by Rolando.Caloca DR - vk - Win32 compile fix Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3244757 on 2017/01/03 by Marcus.Wassmer Niagara is still experimental in non-task branches. Change 3245059 on 2017/01/03 by Benjamin.Hyder Submitting TM-TrigNodes map Change 3245500 on 2017/01/03 by Olaf.Piesche Compile fix #1 for post-merge problems Change 3245572 on 2017/01/03 by Olaf.Piesche (Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool. Change 3245683 on 2017/01/03 by Marcus.Wassmer Fix some niagara warnings Change 3245732 on 2017/01/03 by Marcus.Wassmer Fix Niagara compile on clang platforms. Fix a few warnings / static analysis things as well. Change 3246403 on 2017/01/04 by Rolando.Caloca DR - vk - Fix bogus warning Change 3246432 on 2017/01/04 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering) Change 3246538 on 2017/01/04 by Rolando.Caloca DR - vk - Show hitch time for compute psos Change 3246580 on 2017/01/04 by Rolando.Caloca DR - vk - compile fix Change 3246610 on 2017/01/04 by Rolando.Caloca DR - Compute PSO pre reqs Change 3246707 on 2017/01/04 by Marcus.Wassmer Add missing integer operations to UnrealMathDirectX.h Change 3246786 on 2017/01/04 by Marcus.Wassmer Avoid public dependency build errors. Should probably just remove the DDCUtils module instead Change 3246828 on 2017/01/04 by Olaf.Piesche UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view. Change 3247026 on 2017/01/04 by Rolando.Caloca DR - Remove CrossCompilerTool as it's not required anymore Change 3247086 on 2017/01/04 by Marcus.Wassmer Remove includes for Core.h monolithic header Change 3247227 on 2017/01/04 by Marcus.Wassmer Fix typo and compile errors. Change 3247228 on 2017/01/04 by Marcus.Wassmer Use crossplatform intrinsics Change 3247229 on 2017/01/04 by Marcus.Wassmer Implement missing integer NEON operations. Change NEON vectorint to match name and sign from other platforms Change 3247245 on 2017/01/04 by Marcus.Wassmer Fixing various warnings/errors from clang platforms (Mac/Linux) Change 3247331 on 2017/01/04 by Marcus.Wassmer More Mac/clang fixes Change 3247958 on 2017/01/05 by Marcus.Wassmer VectorInt < - > Float ops should be conversions not reinterpret cast Change 3247959 on 2017/01/05 by Marcus.Wassmer Add missing ops to non-vector header Change 3247964 on 2017/01/05 by Rolando.Caloca DR - Temp fix for crash #jira UE-40211 Change 3248067 on 2017/01/05 by Rolando.Caloca DR - Static analysis fixes #jira UE-40167 Change 3248284 on 2017/01/05 by Rolando.Caloca DR - Linuix Compile fix #jira UE-40260 Change 3248288 on 2017/01/05 by Rolando.Caloca DR - Linux compile fix #jira UE-40264 Change 3248399 on 2017/01/05 by Brian.Karis Filtered importance sampling for envmap prefiltering. Fixed SSR on clearcoat with skylight only. Change 3248503 on 2017/01/05 by Rolando.Caloca DR - Linux fixes #jira UE-40264 Change 3248666 on 2017/01/05 by Brian.Karis Fix GL compile error Change 3248740 on 2017/01/05 by Marcus.Wassmer Fix linux and clang errors/warnings Change 3248851 on 2017/01/05 by Marcus.Wassmer Simplest fix for ES2 compile errors Change 3249217 on 2017/01/06 by Simon.Tovey Speculative fix for static analysis warning Change 3249296 on 2017/01/06 by Ben.Woodhouse XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3249300 on 2017/01/06 by Ben.Woodhouse Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296 Change 3249387 on 2017/01/06 by Rolando.Caloca DR - Fix GL clear issues #jira UE-40254 Change 3249435 on 2017/01/06 by Ben.Woodhouse Duplicated from UT CL 3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 Change 3249721 on 2017/01/06 by Marcus.Wassmer Remove final references to non-existent Niagara data Change 3249742 on 2017/01/06 by Marcus.Wassmer Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. [CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
#include "SNiagaraGraphPinNumeric.h"
#include "SNiagaraGraphPinAdd.h"
#include "NiagaraNodeConvert.h"
#include "EdGraphSchema_Niagara.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
#include "TypeEditorUtilities/NiagaraFloatTypeEditorUtilities.h"
#include "TypeEditorUtilities/NiagaraIntegerTypeEditorUtilities.h"
#include "TypeEditorUtilities/NiagaraBoolTypeEditorUtilities.h"
#include "TypeEditorUtilities/NiagaraFloatTypeEditorUtilities.h"
#include "TypeEditorUtilities/NiagaraVectorTypeEditorUtilities.h"
#include "TypeEditorUtilities/NiagaraColorTypeEditorUtilities.h"
#include "TypeEditorUtilities/NiagaraDataInterfaceCurveTypeEditorUtilities.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3232283 on 2016/12/13 by Ben.Woodhouse D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3232641 on 2016/12/13 by Mark.Satterthwaite - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. Change 3232661 on 2016/12/13 by Mark.Satterthwaite Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later. Change 3232759 on 2016/12/13 by Ben.Woodhouse Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html Change 3232803 on 2016/12/13 by Ben.Marsh Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well. Change 3232836 on 2016/12/13 by Ben.Marsh Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs. Change 3232974 on 2016/12/13 by Rolando.Caloca DR - Refactor common code to UWorld::RecreateScene #jira UE-36719 PR #2824 Change 3232976 on 2016/12/13 by Ben.Marsh Add missing dependency on tools node for Mac cooks. Need to compile SCW first. Change 3233289 on 2016/12/13 by Olaf.Piesche Fixing potentially broken spot/point light fade with old content; initialize new properties properly Change 3233811 on 2016/12/13 by Mark.Satterthwaite Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. Change 3233854 on 2016/12/13 by Mark.Satterthwaite More information about texture type validation errors in Metal. Change 3234650 on 2016/12/14 by Rolando.Caloca DR - vk - Fix bad aspect on depth cubemaps Change 3234651 on 2016/12/14 by Rolando.Caloca DR - vk - Fix for 32 bit crash on dump layer Change 3234813 on 2016/12/14 by Guillaume.Abadie Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3235047 on 2016/12/14 by Uriel.Doyon Refactored HLOD texture streaming strategy to separate forced load from visibility. Added an incremental update in the last stage of the texture streaming update load to clear any pending work. Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything. Change 3235317 on 2016/12/14 by Uriel.Doyon Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo. Change 3235431 on 2016/12/14 by Rolando.Caloca DR - Fix for Vulkan drawing black Change 3236788 on 2016/12/15 by Mark.Satterthwaite Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. Change 3236850 on 2016/12/15 by Mark.Satterthwaite Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3237002 on 2016/12/15 by Benjamin.Hyder submitting updated TM-Shadermodels map Change 3237312 on 2016/12/15 by Rolando.Caloca DR - Change more macros to lambdas Change 3237394 on 2016/12/15 by Mark.Satterthwaite Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3237490 on 2016/12/15 by Daniel.Wright Fixed ULandscapeComponent::GetUsedMaterials Change 3237597 on 2016/12/15 by Ben.Woodhouse Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. Change 3237654 on 2016/12/15 by Daniel.Wright Non-editor compile fix Change 3238229 on 2016/12/16 by Rolando.Caloca DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it Change 3238236 on 2016/12/16 by Rolando.Caloca DR - Compile fixes Change 3238280 on 2016/12/16 by Marc.Olano Small optimization to Lanczos-3 upsample shader code. Change 3238321 on 2016/12/16 by Rolando.Caloca DR - Compile fix Change 3238331 on 2016/12/16 by Rolando.Caloca DR - compile fix Change 3238495 on 2016/12/16 by Marc.Olano Replace TEA random number generator with PCG. Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled. Change 3238496 on 2016/12/16 by Marc.Olano Tone mapping fix for OR-31752, cherry picked from Orion 3208273 Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance. Change 3238520 on 2016/12/16 by Rolando.Caloca DR - CIS Fix Change 3238571 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3238605 on 2016/12/16 by Daniel.Wright Sharing IndirectLightingCacheTextureSampler samplers Change 3238626 on 2016/12/16 by Daniel.Wright Ray Traced Distance Field Shadow optimizations * Tighter light space tile culling * Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance * Depth bounds test on upsample * Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality * RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes Change 3238652 on 2016/12/16 by Rolando.Caloca DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead Change 3238855 on 2016/12/16 by Rolando.Caloca DR - Added FRHITexture2D GetSizeXY Change 3238881 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3239008 on 2016/12/16 by Arne.Schober DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands Change 3239012 on 2016/12/16 by Arne.Schober DR - missing file Change 3239255 on 2016/12/17 by Rolando.Caloca DR - Remove shader clears from D3D11 Change 3239690 on 2016/12/19 by Rolando.Caloca DR - vk - Misc fixes from 1.0.37.00 SDK warnings Change 3239964 on 2016/12/19 by Rolando.Caloca DR - Fix click on editor not showing selected Change 3239995 on 2016/12/19 by Rolando.Caloca DR - Enable dist field on GL4 & Vulkan SM5 Change 3240162 on 2016/12/19 by Daniel.Wright Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code Change 3240163 on 2016/12/19 by Daniel.Wright Distance field self shadowing controls for hiding world position offset self-shadow artifacts * Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows * Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground Change 3240271 on 2016/12/19 by Daniel.Wright Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers. Change 3240282 on 2016/12/19 by Rolando.Caloca DR - Proper fix for hit proxies clear - Added missing stencil ref to DrawClearQuad Change 3240316 on 2016/12/19 by Rolando.Caloca DR - vk - Fixed some new 1.0.37.0 warnings Change 3240354 on 2016/12/19 by Rolando.Caloca DR - Dev shaders on sm4/5 Change 3240759 on 2016/12/20 by Rolando.Caloca DR - Fix bad crc on GL element declarations Change 3240895 on 2016/12/20 by Rolando.Caloca DR - vk - Swapchain fixes Change 3241057 on 2016/12/20 by Rolando.Caloca DR - vk - Fix resize on desktop Change 3241112 on 2016/12/20 by Rolando.Caloca DR - vk - Fix 1.0.37.0 warnings - Ignore some warnings we know we can't fix Change 3241310 on 2016/12/20 by Rolando.Caloca DR - vk - Fix crash Change 3241417 on 2016/12/20 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios Change 3241990 on 2016/12/21 by Daniel.Wright Converted DistanceFieldVolume data to BulkData * FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s Change 3242005 on 2016/12/21 by Daniel.Wright Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity Change 3242295 on 2016/12/21 by Bob.Tellez Duplicating CL#3242294 from //Fortnite/Main #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3242487 on 2016/12/21 by Marcus.Wassmer Fix typo Change 3243091 on 2016/12/22 by Daniel.Wright Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS Change 3243161 on 2016/12/22 by Uriel.Doyon New async tasks for the streaming update. Optimizing the biggest frame cost. Change 3243179 on 2016/12/22 by Uriel.Doyon Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask Change 3243236 on 2016/12/22 by Daniel.Wright Fixed DFAO bilateral upsample * Depth buffer was being unbound due to lack of DepthRead_StencilNop Change 3243452 on 2016/12/23 by Ben.Woodhouse Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners #jira UE-35247 Change 3243512 on 2016/12/23 by Uriel.Doyon Improved task system for texture streaming. Change 3243742 on 2016/12/26 by Rolando.Caloca DR - vk - Fix UAV clears - Removed old validation layer - Print found device layers Change 3243745 on 2016/12/27 by Rolando.Caloca DR - vk - Fix for texture cube arrays - Warning for ClearUAVs Change 3243762 on 2016/12/27 by Rolando.Caloca DR - vk - Always use pipeline cache Change 3244450 on 2016/12/31 by Rolando.Caloca DR - vk - Pre reqs for separate transfer queue Change 3244453 on 2016/12/31 by Rolando.Caloca DR - vk - Win32 compile fix Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3244757 on 2017/01/03 by Marcus.Wassmer Niagara is still experimental in non-task branches. Change 3245059 on 2017/01/03 by Benjamin.Hyder Submitting TM-TrigNodes map Change 3245500 on 2017/01/03 by Olaf.Piesche Compile fix #1 for post-merge problems Change 3245572 on 2017/01/03 by Olaf.Piesche (Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool. Change 3245683 on 2017/01/03 by Marcus.Wassmer Fix some niagara warnings Change 3245732 on 2017/01/03 by Marcus.Wassmer Fix Niagara compile on clang platforms. Fix a few warnings / static analysis things as well. Change 3246403 on 2017/01/04 by Rolando.Caloca DR - vk - Fix bogus warning Change 3246432 on 2017/01/04 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering) Change 3246538 on 2017/01/04 by Rolando.Caloca DR - vk - Show hitch time for compute psos Change 3246580 on 2017/01/04 by Rolando.Caloca DR - vk - compile fix Change 3246610 on 2017/01/04 by Rolando.Caloca DR - Compute PSO pre reqs Change 3246707 on 2017/01/04 by Marcus.Wassmer Add missing integer operations to UnrealMathDirectX.h Change 3246786 on 2017/01/04 by Marcus.Wassmer Avoid public dependency build errors. Should probably just remove the DDCUtils module instead Change 3246828 on 2017/01/04 by Olaf.Piesche UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view. Change 3247026 on 2017/01/04 by Rolando.Caloca DR - Remove CrossCompilerTool as it's not required anymore Change 3247086 on 2017/01/04 by Marcus.Wassmer Remove includes for Core.h monolithic header Change 3247227 on 2017/01/04 by Marcus.Wassmer Fix typo and compile errors. Change 3247228 on 2017/01/04 by Marcus.Wassmer Use crossplatform intrinsics Change 3247229 on 2017/01/04 by Marcus.Wassmer Implement missing integer NEON operations. Change NEON vectorint to match name and sign from other platforms Change 3247245 on 2017/01/04 by Marcus.Wassmer Fixing various warnings/errors from clang platforms (Mac/Linux) Change 3247331 on 2017/01/04 by Marcus.Wassmer More Mac/clang fixes Change 3247958 on 2017/01/05 by Marcus.Wassmer VectorInt < - > Float ops should be conversions not reinterpret cast Change 3247959 on 2017/01/05 by Marcus.Wassmer Add missing ops to non-vector header Change 3247964 on 2017/01/05 by Rolando.Caloca DR - Temp fix for crash #jira UE-40211 Change 3248067 on 2017/01/05 by Rolando.Caloca DR - Static analysis fixes #jira UE-40167 Change 3248284 on 2017/01/05 by Rolando.Caloca DR - Linuix Compile fix #jira UE-40260 Change 3248288 on 2017/01/05 by Rolando.Caloca DR - Linux compile fix #jira UE-40264 Change 3248399 on 2017/01/05 by Brian.Karis Filtered importance sampling for envmap prefiltering. Fixed SSR on clearcoat with skylight only. Change 3248503 on 2017/01/05 by Rolando.Caloca DR - Linux fixes #jira UE-40264 Change 3248666 on 2017/01/05 by Brian.Karis Fix GL compile error Change 3248740 on 2017/01/05 by Marcus.Wassmer Fix linux and clang errors/warnings Change 3248851 on 2017/01/05 by Marcus.Wassmer Simplest fix for ES2 compile errors Change 3249217 on 2017/01/06 by Simon.Tovey Speculative fix for static analysis warning Change 3249296 on 2017/01/06 by Ben.Woodhouse XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3249300 on 2017/01/06 by Ben.Woodhouse Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296 Change 3249387 on 2017/01/06 by Rolando.Caloca DR - Fix GL clear issues #jira UE-40254 Change 3249435 on 2017/01/06 by Ben.Woodhouse Duplicated from UT CL 3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 Change 3249721 on 2017/01/06 by Marcus.Wassmer Remove final references to non-existent Niagara data Change 3249742 on 2017/01/06 by Marcus.Wassmer Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. [CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
#include "NiagaraEditorStyle.h"
#include "NiagaraEditorCommands.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
#include "NiagaraEmitterTrackEditor.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3232283 on 2016/12/13 by Ben.Woodhouse D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3232641 on 2016/12/13 by Mark.Satterthwaite - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. Change 3232661 on 2016/12/13 by Mark.Satterthwaite Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later. Change 3232759 on 2016/12/13 by Ben.Woodhouse Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html Change 3232803 on 2016/12/13 by Ben.Marsh Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well. Change 3232836 on 2016/12/13 by Ben.Marsh Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs. Change 3232974 on 2016/12/13 by Rolando.Caloca DR - Refactor common code to UWorld::RecreateScene #jira UE-36719 PR #2824 Change 3232976 on 2016/12/13 by Ben.Marsh Add missing dependency on tools node for Mac cooks. Need to compile SCW first. Change 3233289 on 2016/12/13 by Olaf.Piesche Fixing potentially broken spot/point light fade with old content; initialize new properties properly Change 3233811 on 2016/12/13 by Mark.Satterthwaite Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. Change 3233854 on 2016/12/13 by Mark.Satterthwaite More information about texture type validation errors in Metal. Change 3234650 on 2016/12/14 by Rolando.Caloca DR - vk - Fix bad aspect on depth cubemaps Change 3234651 on 2016/12/14 by Rolando.Caloca DR - vk - Fix for 32 bit crash on dump layer Change 3234813 on 2016/12/14 by Guillaume.Abadie Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3235047 on 2016/12/14 by Uriel.Doyon Refactored HLOD texture streaming strategy to separate forced load from visibility. Added an incremental update in the last stage of the texture streaming update load to clear any pending work. Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything. Change 3235317 on 2016/12/14 by Uriel.Doyon Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo. Change 3235431 on 2016/12/14 by Rolando.Caloca DR - Fix for Vulkan drawing black Change 3236788 on 2016/12/15 by Mark.Satterthwaite Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. Change 3236850 on 2016/12/15 by Mark.Satterthwaite Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3237002 on 2016/12/15 by Benjamin.Hyder submitting updated TM-Shadermodels map Change 3237312 on 2016/12/15 by Rolando.Caloca DR - Change more macros to lambdas Change 3237394 on 2016/12/15 by Mark.Satterthwaite Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3237490 on 2016/12/15 by Daniel.Wright Fixed ULandscapeComponent::GetUsedMaterials Change 3237597 on 2016/12/15 by Ben.Woodhouse Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. Change 3237654 on 2016/12/15 by Daniel.Wright Non-editor compile fix Change 3238229 on 2016/12/16 by Rolando.Caloca DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it Change 3238236 on 2016/12/16 by Rolando.Caloca DR - Compile fixes Change 3238280 on 2016/12/16 by Marc.Olano Small optimization to Lanczos-3 upsample shader code. Change 3238321 on 2016/12/16 by Rolando.Caloca DR - Compile fix Change 3238331 on 2016/12/16 by Rolando.Caloca DR - compile fix Change 3238495 on 2016/12/16 by Marc.Olano Replace TEA random number generator with PCG. Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled. Change 3238496 on 2016/12/16 by Marc.Olano Tone mapping fix for OR-31752, cherry picked from Orion 3208273 Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance. Change 3238520 on 2016/12/16 by Rolando.Caloca DR - CIS Fix Change 3238571 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3238605 on 2016/12/16 by Daniel.Wright Sharing IndirectLightingCacheTextureSampler samplers Change 3238626 on 2016/12/16 by Daniel.Wright Ray Traced Distance Field Shadow optimizations * Tighter light space tile culling * Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance * Depth bounds test on upsample * Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality * RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes Change 3238652 on 2016/12/16 by Rolando.Caloca DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead Change 3238855 on 2016/12/16 by Rolando.Caloca DR - Added FRHITexture2D GetSizeXY Change 3238881 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3239008 on 2016/12/16 by Arne.Schober DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands Change 3239012 on 2016/12/16 by Arne.Schober DR - missing file Change 3239255 on 2016/12/17 by Rolando.Caloca DR - Remove shader clears from D3D11 Change 3239690 on 2016/12/19 by Rolando.Caloca DR - vk - Misc fixes from 1.0.37.00 SDK warnings Change 3239964 on 2016/12/19 by Rolando.Caloca DR - Fix click on editor not showing selected Change 3239995 on 2016/12/19 by Rolando.Caloca DR - Enable dist field on GL4 & Vulkan SM5 Change 3240162 on 2016/12/19 by Daniel.Wright Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code Change 3240163 on 2016/12/19 by Daniel.Wright Distance field self shadowing controls for hiding world position offset self-shadow artifacts * Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows * Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground Change 3240271 on 2016/12/19 by Daniel.Wright Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers. Change 3240282 on 2016/12/19 by Rolando.Caloca DR - Proper fix for hit proxies clear - Added missing stencil ref to DrawClearQuad Change 3240316 on 2016/12/19 by Rolando.Caloca DR - vk - Fixed some new 1.0.37.0 warnings Change 3240354 on 2016/12/19 by Rolando.Caloca DR - Dev shaders on sm4/5 Change 3240759 on 2016/12/20 by Rolando.Caloca DR - Fix bad crc on GL element declarations Change 3240895 on 2016/12/20 by Rolando.Caloca DR - vk - Swapchain fixes Change 3241057 on 2016/12/20 by Rolando.Caloca DR - vk - Fix resize on desktop Change 3241112 on 2016/12/20 by Rolando.Caloca DR - vk - Fix 1.0.37.0 warnings - Ignore some warnings we know we can't fix Change 3241310 on 2016/12/20 by Rolando.Caloca DR - vk - Fix crash Change 3241417 on 2016/12/20 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios Change 3241990 on 2016/12/21 by Daniel.Wright Converted DistanceFieldVolume data to BulkData * FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s Change 3242005 on 2016/12/21 by Daniel.Wright Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity Change 3242295 on 2016/12/21 by Bob.Tellez Duplicating CL#3242294 from //Fortnite/Main #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3242487 on 2016/12/21 by Marcus.Wassmer Fix typo Change 3243091 on 2016/12/22 by Daniel.Wright Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS Change 3243161 on 2016/12/22 by Uriel.Doyon New async tasks for the streaming update. Optimizing the biggest frame cost. Change 3243179 on 2016/12/22 by Uriel.Doyon Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask Change 3243236 on 2016/12/22 by Daniel.Wright Fixed DFAO bilateral upsample * Depth buffer was being unbound due to lack of DepthRead_StencilNop Change 3243452 on 2016/12/23 by Ben.Woodhouse Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners #jira UE-35247 Change 3243512 on 2016/12/23 by Uriel.Doyon Improved task system for texture streaming. Change 3243742 on 2016/12/26 by Rolando.Caloca DR - vk - Fix UAV clears - Removed old validation layer - Print found device layers Change 3243745 on 2016/12/27 by Rolando.Caloca DR - vk - Fix for texture cube arrays - Warning for ClearUAVs Change 3243762 on 2016/12/27 by Rolando.Caloca DR - vk - Always use pipeline cache Change 3244450 on 2016/12/31 by Rolando.Caloca DR - vk - Pre reqs for separate transfer queue Change 3244453 on 2016/12/31 by Rolando.Caloca DR - vk - Win32 compile fix Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3244757 on 2017/01/03 by Marcus.Wassmer Niagara is still experimental in non-task branches. Change 3245059 on 2017/01/03 by Benjamin.Hyder Submitting TM-TrigNodes map Change 3245500 on 2017/01/03 by Olaf.Piesche Compile fix #1 for post-merge problems Change 3245572 on 2017/01/03 by Olaf.Piesche (Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool. Change 3245683 on 2017/01/03 by Marcus.Wassmer Fix some niagara warnings Change 3245732 on 2017/01/03 by Marcus.Wassmer Fix Niagara compile on clang platforms. Fix a few warnings / static analysis things as well. Change 3246403 on 2017/01/04 by Rolando.Caloca DR - vk - Fix bogus warning Change 3246432 on 2017/01/04 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering) Change 3246538 on 2017/01/04 by Rolando.Caloca DR - vk - Show hitch time for compute psos Change 3246580 on 2017/01/04 by Rolando.Caloca DR - vk - compile fix Change 3246610 on 2017/01/04 by Rolando.Caloca DR - Compute PSO pre reqs Change 3246707 on 2017/01/04 by Marcus.Wassmer Add missing integer operations to UnrealMathDirectX.h Change 3246786 on 2017/01/04 by Marcus.Wassmer Avoid public dependency build errors. Should probably just remove the DDCUtils module instead Change 3246828 on 2017/01/04 by Olaf.Piesche UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view. Change 3247026 on 2017/01/04 by Rolando.Caloca DR - Remove CrossCompilerTool as it's not required anymore Change 3247086 on 2017/01/04 by Marcus.Wassmer Remove includes for Core.h monolithic header Change 3247227 on 2017/01/04 by Marcus.Wassmer Fix typo and compile errors. Change 3247228 on 2017/01/04 by Marcus.Wassmer Use crossplatform intrinsics Change 3247229 on 2017/01/04 by Marcus.Wassmer Implement missing integer NEON operations. Change NEON vectorint to match name and sign from other platforms Change 3247245 on 2017/01/04 by Marcus.Wassmer Fixing various warnings/errors from clang platforms (Mac/Linux) Change 3247331 on 2017/01/04 by Marcus.Wassmer More Mac/clang fixes Change 3247958 on 2017/01/05 by Marcus.Wassmer VectorInt < - > Float ops should be conversions not reinterpret cast Change 3247959 on 2017/01/05 by Marcus.Wassmer Add missing ops to non-vector header Change 3247964 on 2017/01/05 by Rolando.Caloca DR - Temp fix for crash #jira UE-40211 Change 3248067 on 2017/01/05 by Rolando.Caloca DR - Static analysis fixes #jira UE-40167 Change 3248284 on 2017/01/05 by Rolando.Caloca DR - Linuix Compile fix #jira UE-40260 Change 3248288 on 2017/01/05 by Rolando.Caloca DR - Linux compile fix #jira UE-40264 Change 3248399 on 2017/01/05 by Brian.Karis Filtered importance sampling for envmap prefiltering. Fixed SSR on clearcoat with skylight only. Change 3248503 on 2017/01/05 by Rolando.Caloca DR - Linux fixes #jira UE-40264 Change 3248666 on 2017/01/05 by Brian.Karis Fix GL compile error Change 3248740 on 2017/01/05 by Marcus.Wassmer Fix linux and clang errors/warnings Change 3248851 on 2017/01/05 by Marcus.Wassmer Simplest fix for ES2 compile errors Change 3249217 on 2017/01/06 by Simon.Tovey Speculative fix for static analysis warning Change 3249296 on 2017/01/06 by Ben.Woodhouse XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3249300 on 2017/01/06 by Ben.Woodhouse Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296 Change 3249387 on 2017/01/06 by Rolando.Caloca DR - Fix GL clear issues #jira UE-40254 Change 3249435 on 2017/01/06 by Ben.Woodhouse Duplicated from UT CL 3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 Change 3249721 on 2017/01/06 by Marcus.Wassmer Remove final references to non-existent Niagara data Change 3249742 on 2017/01/06 by Marcus.Wassmer Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. [CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
#include "PropertyEditorModule.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
#include "NiagaraSettings.h"
#include "NiagaraDataInterface.h"
#include "NiagaraScriptViewModel.h"
#include "NiagaraEffectViewModel.h"
#include "NiagaraEmitterViewModel.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3232283 on 2016/12/13 by Ben.Woodhouse D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3232641 on 2016/12/13 by Mark.Satterthwaite - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. Change 3232661 on 2016/12/13 by Mark.Satterthwaite Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later. Change 3232759 on 2016/12/13 by Ben.Woodhouse Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html Change 3232803 on 2016/12/13 by Ben.Marsh Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well. Change 3232836 on 2016/12/13 by Ben.Marsh Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs. Change 3232974 on 2016/12/13 by Rolando.Caloca DR - Refactor common code to UWorld::RecreateScene #jira UE-36719 PR #2824 Change 3232976 on 2016/12/13 by Ben.Marsh Add missing dependency on tools node for Mac cooks. Need to compile SCW first. Change 3233289 on 2016/12/13 by Olaf.Piesche Fixing potentially broken spot/point light fade with old content; initialize new properties properly Change 3233811 on 2016/12/13 by Mark.Satterthwaite Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. Change 3233854 on 2016/12/13 by Mark.Satterthwaite More information about texture type validation errors in Metal. Change 3234650 on 2016/12/14 by Rolando.Caloca DR - vk - Fix bad aspect on depth cubemaps Change 3234651 on 2016/12/14 by Rolando.Caloca DR - vk - Fix for 32 bit crash on dump layer Change 3234813 on 2016/12/14 by Guillaume.Abadie Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3235047 on 2016/12/14 by Uriel.Doyon Refactored HLOD texture streaming strategy to separate forced load from visibility. Added an incremental update in the last stage of the texture streaming update load to clear any pending work. Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything. Change 3235317 on 2016/12/14 by Uriel.Doyon Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo. Change 3235431 on 2016/12/14 by Rolando.Caloca DR - Fix for Vulkan drawing black Change 3236788 on 2016/12/15 by Mark.Satterthwaite Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. Change 3236850 on 2016/12/15 by Mark.Satterthwaite Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3237002 on 2016/12/15 by Benjamin.Hyder submitting updated TM-Shadermodels map Change 3237312 on 2016/12/15 by Rolando.Caloca DR - Change more macros to lambdas Change 3237394 on 2016/12/15 by Mark.Satterthwaite Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3237490 on 2016/12/15 by Daniel.Wright Fixed ULandscapeComponent::GetUsedMaterials Change 3237597 on 2016/12/15 by Ben.Woodhouse Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. Change 3237654 on 2016/12/15 by Daniel.Wright Non-editor compile fix Change 3238229 on 2016/12/16 by Rolando.Caloca DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it Change 3238236 on 2016/12/16 by Rolando.Caloca DR - Compile fixes Change 3238280 on 2016/12/16 by Marc.Olano Small optimization to Lanczos-3 upsample shader code. Change 3238321 on 2016/12/16 by Rolando.Caloca DR - Compile fix Change 3238331 on 2016/12/16 by Rolando.Caloca DR - compile fix Change 3238495 on 2016/12/16 by Marc.Olano Replace TEA random number generator with PCG. Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled. Change 3238496 on 2016/12/16 by Marc.Olano Tone mapping fix for OR-31752, cherry picked from Orion 3208273 Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance. Change 3238520 on 2016/12/16 by Rolando.Caloca DR - CIS Fix Change 3238571 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3238605 on 2016/12/16 by Daniel.Wright Sharing IndirectLightingCacheTextureSampler samplers Change 3238626 on 2016/12/16 by Daniel.Wright Ray Traced Distance Field Shadow optimizations * Tighter light space tile culling * Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance * Depth bounds test on upsample * Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality * RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes Change 3238652 on 2016/12/16 by Rolando.Caloca DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead Change 3238855 on 2016/12/16 by Rolando.Caloca DR - Added FRHITexture2D GetSizeXY Change 3238881 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3239008 on 2016/12/16 by Arne.Schober DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands Change 3239012 on 2016/12/16 by Arne.Schober DR - missing file Change 3239255 on 2016/12/17 by Rolando.Caloca DR - Remove shader clears from D3D11 Change 3239690 on 2016/12/19 by Rolando.Caloca DR - vk - Misc fixes from 1.0.37.00 SDK warnings Change 3239964 on 2016/12/19 by Rolando.Caloca DR - Fix click on editor not showing selected Change 3239995 on 2016/12/19 by Rolando.Caloca DR - Enable dist field on GL4 & Vulkan SM5 Change 3240162 on 2016/12/19 by Daniel.Wright Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code Change 3240163 on 2016/12/19 by Daniel.Wright Distance field self shadowing controls for hiding world position offset self-shadow artifacts * Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows * Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground Change 3240271 on 2016/12/19 by Daniel.Wright Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers. Change 3240282 on 2016/12/19 by Rolando.Caloca DR - Proper fix for hit proxies clear - Added missing stencil ref to DrawClearQuad Change 3240316 on 2016/12/19 by Rolando.Caloca DR - vk - Fixed some new 1.0.37.0 warnings Change 3240354 on 2016/12/19 by Rolando.Caloca DR - Dev shaders on sm4/5 Change 3240759 on 2016/12/20 by Rolando.Caloca DR - Fix bad crc on GL element declarations Change 3240895 on 2016/12/20 by Rolando.Caloca DR - vk - Swapchain fixes Change 3241057 on 2016/12/20 by Rolando.Caloca DR - vk - Fix resize on desktop Change 3241112 on 2016/12/20 by Rolando.Caloca DR - vk - Fix 1.0.37.0 warnings - Ignore some warnings we know we can't fix Change 3241310 on 2016/12/20 by Rolando.Caloca DR - vk - Fix crash Change 3241417 on 2016/12/20 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios Change 3241990 on 2016/12/21 by Daniel.Wright Converted DistanceFieldVolume data to BulkData * FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s Change 3242005 on 2016/12/21 by Daniel.Wright Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity Change 3242295 on 2016/12/21 by Bob.Tellez Duplicating CL#3242294 from //Fortnite/Main #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3242487 on 2016/12/21 by Marcus.Wassmer Fix typo Change 3243091 on 2016/12/22 by Daniel.Wright Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS Change 3243161 on 2016/12/22 by Uriel.Doyon New async tasks for the streaming update. Optimizing the biggest frame cost. Change 3243179 on 2016/12/22 by Uriel.Doyon Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask Change 3243236 on 2016/12/22 by Daniel.Wright Fixed DFAO bilateral upsample * Depth buffer was being unbound due to lack of DepthRead_StencilNop Change 3243452 on 2016/12/23 by Ben.Woodhouse Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners #jira UE-35247 Change 3243512 on 2016/12/23 by Uriel.Doyon Improved task system for texture streaming. Change 3243742 on 2016/12/26 by Rolando.Caloca DR - vk - Fix UAV clears - Removed old validation layer - Print found device layers Change 3243745 on 2016/12/27 by Rolando.Caloca DR - vk - Fix for texture cube arrays - Warning for ClearUAVs Change 3243762 on 2016/12/27 by Rolando.Caloca DR - vk - Always use pipeline cache Change 3244450 on 2016/12/31 by Rolando.Caloca DR - vk - Pre reqs for separate transfer queue Change 3244453 on 2016/12/31 by Rolando.Caloca DR - vk - Win32 compile fix Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3244757 on 2017/01/03 by Marcus.Wassmer Niagara is still experimental in non-task branches. Change 3245059 on 2017/01/03 by Benjamin.Hyder Submitting TM-TrigNodes map Change 3245500 on 2017/01/03 by Olaf.Piesche Compile fix #1 for post-merge problems Change 3245572 on 2017/01/03 by Olaf.Piesche (Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool. Change 3245683 on 2017/01/03 by Marcus.Wassmer Fix some niagara warnings Change 3245732 on 2017/01/03 by Marcus.Wassmer Fix Niagara compile on clang platforms. Fix a few warnings / static analysis things as well. Change 3246403 on 2017/01/04 by Rolando.Caloca DR - vk - Fix bogus warning Change 3246432 on 2017/01/04 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering) Change 3246538 on 2017/01/04 by Rolando.Caloca DR - vk - Show hitch time for compute psos Change 3246580 on 2017/01/04 by Rolando.Caloca DR - vk - compile fix Change 3246610 on 2017/01/04 by Rolando.Caloca DR - Compute PSO pre reqs Change 3246707 on 2017/01/04 by Marcus.Wassmer Add missing integer operations to UnrealMathDirectX.h Change 3246786 on 2017/01/04 by Marcus.Wassmer Avoid public dependency build errors. Should probably just remove the DDCUtils module instead Change 3246828 on 2017/01/04 by Olaf.Piesche UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view. Change 3247026 on 2017/01/04 by Rolando.Caloca DR - Remove CrossCompilerTool as it's not required anymore Change 3247086 on 2017/01/04 by Marcus.Wassmer Remove includes for Core.h monolithic header Change 3247227 on 2017/01/04 by Marcus.Wassmer Fix typo and compile errors. Change 3247228 on 2017/01/04 by Marcus.Wassmer Use crossplatform intrinsics Change 3247229 on 2017/01/04 by Marcus.Wassmer Implement missing integer NEON operations. Change NEON vectorint to match name and sign from other platforms Change 3247245 on 2017/01/04 by Marcus.Wassmer Fixing various warnings/errors from clang platforms (Mac/Linux) Change 3247331 on 2017/01/04 by Marcus.Wassmer More Mac/clang fixes Change 3247958 on 2017/01/05 by Marcus.Wassmer VectorInt < - > Float ops should be conversions not reinterpret cast Change 3247959 on 2017/01/05 by Marcus.Wassmer Add missing ops to non-vector header Change 3247964 on 2017/01/05 by Rolando.Caloca DR - Temp fix for crash #jira UE-40211 Change 3248067 on 2017/01/05 by Rolando.Caloca DR - Static analysis fixes #jira UE-40167 Change 3248284 on 2017/01/05 by Rolando.Caloca DR - Linuix Compile fix #jira UE-40260 Change 3248288 on 2017/01/05 by Rolando.Caloca DR - Linux compile fix #jira UE-40264 Change 3248399 on 2017/01/05 by Brian.Karis Filtered importance sampling for envmap prefiltering. Fixed SSR on clearcoat with skylight only. Change 3248503 on 2017/01/05 by Rolando.Caloca DR - Linux fixes #jira UE-40264 Change 3248666 on 2017/01/05 by Brian.Karis Fix GL compile error Change 3248740 on 2017/01/05 by Marcus.Wassmer Fix linux and clang errors/warnings Change 3248851 on 2017/01/05 by Marcus.Wassmer Simplest fix for ES2 compile errors Change 3249217 on 2017/01/06 by Simon.Tovey Speculative fix for static analysis warning Change 3249296 on 2017/01/06 by Ben.Woodhouse XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3249300 on 2017/01/06 by Ben.Woodhouse Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296 Change 3249387 on 2017/01/06 by Rolando.Caloca DR - Fix GL clear issues #jira UE-40254 Change 3249435 on 2017/01/06 by Ben.Woodhouse Duplicated from UT CL 3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 Change 3249721 on 2017/01/06 by Marcus.Wassmer Remove final references to non-existent Niagara data Change 3249742 on 2017/01/06 by Marcus.Wassmer Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. [CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
#include "Customizations/NiagaraComponentDetails.h"
IMPLEMENT_MODULE( FNiagaraEditorModule, NiagaraEditor );
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3232283 on 2016/12/13 by Ben.Woodhouse D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3232641 on 2016/12/13 by Mark.Satterthwaite - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. Change 3232661 on 2016/12/13 by Mark.Satterthwaite Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later. Change 3232759 on 2016/12/13 by Ben.Woodhouse Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html Change 3232803 on 2016/12/13 by Ben.Marsh Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well. Change 3232836 on 2016/12/13 by Ben.Marsh Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs. Change 3232974 on 2016/12/13 by Rolando.Caloca DR - Refactor common code to UWorld::RecreateScene #jira UE-36719 PR #2824 Change 3232976 on 2016/12/13 by Ben.Marsh Add missing dependency on tools node for Mac cooks. Need to compile SCW first. Change 3233289 on 2016/12/13 by Olaf.Piesche Fixing potentially broken spot/point light fade with old content; initialize new properties properly Change 3233811 on 2016/12/13 by Mark.Satterthwaite Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. Change 3233854 on 2016/12/13 by Mark.Satterthwaite More information about texture type validation errors in Metal. Change 3234650 on 2016/12/14 by Rolando.Caloca DR - vk - Fix bad aspect on depth cubemaps Change 3234651 on 2016/12/14 by Rolando.Caloca DR - vk - Fix for 32 bit crash on dump layer Change 3234813 on 2016/12/14 by Guillaume.Abadie Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3235047 on 2016/12/14 by Uriel.Doyon Refactored HLOD texture streaming strategy to separate forced load from visibility. Added an incremental update in the last stage of the texture streaming update load to clear any pending work. Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything. Change 3235317 on 2016/12/14 by Uriel.Doyon Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo. Change 3235431 on 2016/12/14 by Rolando.Caloca DR - Fix for Vulkan drawing black Change 3236788 on 2016/12/15 by Mark.Satterthwaite Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. Change 3236850 on 2016/12/15 by Mark.Satterthwaite Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3237002 on 2016/12/15 by Benjamin.Hyder submitting updated TM-Shadermodels map Change 3237312 on 2016/12/15 by Rolando.Caloca DR - Change more macros to lambdas Change 3237394 on 2016/12/15 by Mark.Satterthwaite Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3237490 on 2016/12/15 by Daniel.Wright Fixed ULandscapeComponent::GetUsedMaterials Change 3237597 on 2016/12/15 by Ben.Woodhouse Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. Change 3237654 on 2016/12/15 by Daniel.Wright Non-editor compile fix Change 3238229 on 2016/12/16 by Rolando.Caloca DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it Change 3238236 on 2016/12/16 by Rolando.Caloca DR - Compile fixes Change 3238280 on 2016/12/16 by Marc.Olano Small optimization to Lanczos-3 upsample shader code. Change 3238321 on 2016/12/16 by Rolando.Caloca DR - Compile fix Change 3238331 on 2016/12/16 by Rolando.Caloca DR - compile fix Change 3238495 on 2016/12/16 by Marc.Olano Replace TEA random number generator with PCG. Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled. Change 3238496 on 2016/12/16 by Marc.Olano Tone mapping fix for OR-31752, cherry picked from Orion 3208273 Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance. Change 3238520 on 2016/12/16 by Rolando.Caloca DR - CIS Fix Change 3238571 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3238605 on 2016/12/16 by Daniel.Wright Sharing IndirectLightingCacheTextureSampler samplers Change 3238626 on 2016/12/16 by Daniel.Wright Ray Traced Distance Field Shadow optimizations * Tighter light space tile culling * Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance * Depth bounds test on upsample * Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality * RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes Change 3238652 on 2016/12/16 by Rolando.Caloca DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead Change 3238855 on 2016/12/16 by Rolando.Caloca DR - Added FRHITexture2D GetSizeXY Change 3238881 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3239008 on 2016/12/16 by Arne.Schober DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands Change 3239012 on 2016/12/16 by Arne.Schober DR - missing file Change 3239255 on 2016/12/17 by Rolando.Caloca DR - Remove shader clears from D3D11 Change 3239690 on 2016/12/19 by Rolando.Caloca DR - vk - Misc fixes from 1.0.37.00 SDK warnings Change 3239964 on 2016/12/19 by Rolando.Caloca DR - Fix click on editor not showing selected Change 3239995 on 2016/12/19 by Rolando.Caloca DR - Enable dist field on GL4 & Vulkan SM5 Change 3240162 on 2016/12/19 by Daniel.Wright Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code Change 3240163 on 2016/12/19 by Daniel.Wright Distance field self shadowing controls for hiding world position offset self-shadow artifacts * Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows * Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground Change 3240271 on 2016/12/19 by Daniel.Wright Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers. Change 3240282 on 2016/12/19 by Rolando.Caloca DR - Proper fix for hit proxies clear - Added missing stencil ref to DrawClearQuad Change 3240316 on 2016/12/19 by Rolando.Caloca DR - vk - Fixed some new 1.0.37.0 warnings Change 3240354 on 2016/12/19 by Rolando.Caloca DR - Dev shaders on sm4/5 Change 3240759 on 2016/12/20 by Rolando.Caloca DR - Fix bad crc on GL element declarations Change 3240895 on 2016/12/20 by Rolando.Caloca DR - vk - Swapchain fixes Change 3241057 on 2016/12/20 by Rolando.Caloca DR - vk - Fix resize on desktop Change 3241112 on 2016/12/20 by Rolando.Caloca DR - vk - Fix 1.0.37.0 warnings - Ignore some warnings we know we can't fix Change 3241310 on 2016/12/20 by Rolando.Caloca DR - vk - Fix crash Change 3241417 on 2016/12/20 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios Change 3241990 on 2016/12/21 by Daniel.Wright Converted DistanceFieldVolume data to BulkData * FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s Change 3242005 on 2016/12/21 by Daniel.Wright Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity Change 3242295 on 2016/12/21 by Bob.Tellez Duplicating CL#3242294 from //Fortnite/Main #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3242487 on 2016/12/21 by Marcus.Wassmer Fix typo Change 3243091 on 2016/12/22 by Daniel.Wright Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS Change 3243161 on 2016/12/22 by Uriel.Doyon New async tasks for the streaming update. Optimizing the biggest frame cost. Change 3243179 on 2016/12/22 by Uriel.Doyon Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask Change 3243236 on 2016/12/22 by Daniel.Wright Fixed DFAO bilateral upsample * Depth buffer was being unbound due to lack of DepthRead_StencilNop Change 3243452 on 2016/12/23 by Ben.Woodhouse Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners #jira UE-35247 Change 3243512 on 2016/12/23 by Uriel.Doyon Improved task system for texture streaming. Change 3243742 on 2016/12/26 by Rolando.Caloca DR - vk - Fix UAV clears - Removed old validation layer - Print found device layers Change 3243745 on 2016/12/27 by Rolando.Caloca DR - vk - Fix for texture cube arrays - Warning for ClearUAVs Change 3243762 on 2016/12/27 by Rolando.Caloca DR - vk - Always use pipeline cache Change 3244450 on 2016/12/31 by Rolando.Caloca DR - vk - Pre reqs for separate transfer queue Change 3244453 on 2016/12/31 by Rolando.Caloca DR - vk - Win32 compile fix Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3244757 on 2017/01/03 by Marcus.Wassmer Niagara is still experimental in non-task branches. Change 3245059 on 2017/01/03 by Benjamin.Hyder Submitting TM-TrigNodes map Change 3245500 on 2017/01/03 by Olaf.Piesche Compile fix #1 for post-merge problems Change 3245572 on 2017/01/03 by Olaf.Piesche (Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool. Change 3245683 on 2017/01/03 by Marcus.Wassmer Fix some niagara warnings Change 3245732 on 2017/01/03 by Marcus.Wassmer Fix Niagara compile on clang platforms. Fix a few warnings / static analysis things as well. Change 3246403 on 2017/01/04 by Rolando.Caloca DR - vk - Fix bogus warning Change 3246432 on 2017/01/04 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering) Change 3246538 on 2017/01/04 by Rolando.Caloca DR - vk - Show hitch time for compute psos Change 3246580 on 2017/01/04 by Rolando.Caloca DR - vk - compile fix Change 3246610 on 2017/01/04 by Rolando.Caloca DR - Compute PSO pre reqs Change 3246707 on 2017/01/04 by Marcus.Wassmer Add missing integer operations to UnrealMathDirectX.h Change 3246786 on 2017/01/04 by Marcus.Wassmer Avoid public dependency build errors. Should probably just remove the DDCUtils module instead Change 3246828 on 2017/01/04 by Olaf.Piesche UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view. Change 3247026 on 2017/01/04 by Rolando.Caloca DR - Remove CrossCompilerTool as it's not required anymore Change 3247086 on 2017/01/04 by Marcus.Wassmer Remove includes for Core.h monolithic header Change 3247227 on 2017/01/04 by Marcus.Wassmer Fix typo and compile errors. Change 3247228 on 2017/01/04 by Marcus.Wassmer Use crossplatform intrinsics Change 3247229 on 2017/01/04 by Marcus.Wassmer Implement missing integer NEON operations. Change NEON vectorint to match name and sign from other platforms Change 3247245 on 2017/01/04 by Marcus.Wassmer Fixing various warnings/errors from clang platforms (Mac/Linux) Change 3247331 on 2017/01/04 by Marcus.Wassmer More Mac/clang fixes Change 3247958 on 2017/01/05 by Marcus.Wassmer VectorInt < - > Float ops should be conversions not reinterpret cast Change 3247959 on 2017/01/05 by Marcus.Wassmer Add missing ops to non-vector header Change 3247964 on 2017/01/05 by Rolando.Caloca DR - Temp fix for crash #jira UE-40211 Change 3248067 on 2017/01/05 by Rolando.Caloca DR - Static analysis fixes #jira UE-40167 Change 3248284 on 2017/01/05 by Rolando.Caloca DR - Linuix Compile fix #jira UE-40260 Change 3248288 on 2017/01/05 by Rolando.Caloca DR - Linux compile fix #jira UE-40264 Change 3248399 on 2017/01/05 by Brian.Karis Filtered importance sampling for envmap prefiltering. Fixed SSR on clearcoat with skylight only. Change 3248503 on 2017/01/05 by Rolando.Caloca DR - Linux fixes #jira UE-40264 Change 3248666 on 2017/01/05 by Brian.Karis Fix GL compile error Change 3248740 on 2017/01/05 by Marcus.Wassmer Fix linux and clang errors/warnings Change 3248851 on 2017/01/05 by Marcus.Wassmer Simplest fix for ES2 compile errors Change 3249217 on 2017/01/06 by Simon.Tovey Speculative fix for static analysis warning Change 3249296 on 2017/01/06 by Ben.Woodhouse XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3249300 on 2017/01/06 by Ben.Woodhouse Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296 Change 3249387 on 2017/01/06 by Rolando.Caloca DR - Fix GL clear issues #jira UE-40254 Change 3249435 on 2017/01/06 by Ben.Woodhouse Duplicated from UT CL 3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 Change 3249721 on 2017/01/06 by Marcus.Wassmer Remove final references to non-existent Niagara data Change 3249742 on 2017/01/06 by Marcus.Wassmer Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. [CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
#define LOCTEXT_NAMESPACE "NiagaraEditorModule"
const FName FNiagaraEditorModule::NiagaraEditorAppIdentifier( TEXT( "NiagaraEditorApp" ) );
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3232283 on 2016/12/13 by Ben.Woodhouse D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3232641 on 2016/12/13 by Mark.Satterthwaite - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. Change 3232661 on 2016/12/13 by Mark.Satterthwaite Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later. Change 3232759 on 2016/12/13 by Ben.Woodhouse Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html Change 3232803 on 2016/12/13 by Ben.Marsh Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well. Change 3232836 on 2016/12/13 by Ben.Marsh Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs. Change 3232974 on 2016/12/13 by Rolando.Caloca DR - Refactor common code to UWorld::RecreateScene #jira UE-36719 PR #2824 Change 3232976 on 2016/12/13 by Ben.Marsh Add missing dependency on tools node for Mac cooks. Need to compile SCW first. Change 3233289 on 2016/12/13 by Olaf.Piesche Fixing potentially broken spot/point light fade with old content; initialize new properties properly Change 3233811 on 2016/12/13 by Mark.Satterthwaite Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. Change 3233854 on 2016/12/13 by Mark.Satterthwaite More information about texture type validation errors in Metal. Change 3234650 on 2016/12/14 by Rolando.Caloca DR - vk - Fix bad aspect on depth cubemaps Change 3234651 on 2016/12/14 by Rolando.Caloca DR - vk - Fix for 32 bit crash on dump layer Change 3234813 on 2016/12/14 by Guillaume.Abadie Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3235047 on 2016/12/14 by Uriel.Doyon Refactored HLOD texture streaming strategy to separate forced load from visibility. Added an incremental update in the last stage of the texture streaming update load to clear any pending work. Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything. Change 3235317 on 2016/12/14 by Uriel.Doyon Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo. Change 3235431 on 2016/12/14 by Rolando.Caloca DR - Fix for Vulkan drawing black Change 3236788 on 2016/12/15 by Mark.Satterthwaite Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. Change 3236850 on 2016/12/15 by Mark.Satterthwaite Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3237002 on 2016/12/15 by Benjamin.Hyder submitting updated TM-Shadermodels map Change 3237312 on 2016/12/15 by Rolando.Caloca DR - Change more macros to lambdas Change 3237394 on 2016/12/15 by Mark.Satterthwaite Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3237490 on 2016/12/15 by Daniel.Wright Fixed ULandscapeComponent::GetUsedMaterials Change 3237597 on 2016/12/15 by Ben.Woodhouse Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. Change 3237654 on 2016/12/15 by Daniel.Wright Non-editor compile fix Change 3238229 on 2016/12/16 by Rolando.Caloca DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it Change 3238236 on 2016/12/16 by Rolando.Caloca DR - Compile fixes Change 3238280 on 2016/12/16 by Marc.Olano Small optimization to Lanczos-3 upsample shader code. Change 3238321 on 2016/12/16 by Rolando.Caloca DR - Compile fix Change 3238331 on 2016/12/16 by Rolando.Caloca DR - compile fix Change 3238495 on 2016/12/16 by Marc.Olano Replace TEA random number generator with PCG. Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled. Change 3238496 on 2016/12/16 by Marc.Olano Tone mapping fix for OR-31752, cherry picked from Orion 3208273 Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance. Change 3238520 on 2016/12/16 by Rolando.Caloca DR - CIS Fix Change 3238571 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3238605 on 2016/12/16 by Daniel.Wright Sharing IndirectLightingCacheTextureSampler samplers Change 3238626 on 2016/12/16 by Daniel.Wright Ray Traced Distance Field Shadow optimizations * Tighter light space tile culling * Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance * Depth bounds test on upsample * Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality * RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes Change 3238652 on 2016/12/16 by Rolando.Caloca DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead Change 3238855 on 2016/12/16 by Rolando.Caloca DR - Added FRHITexture2D GetSizeXY Change 3238881 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3239008 on 2016/12/16 by Arne.Schober DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands Change 3239012 on 2016/12/16 by Arne.Schober DR - missing file Change 3239255 on 2016/12/17 by Rolando.Caloca DR - Remove shader clears from D3D11 Change 3239690 on 2016/12/19 by Rolando.Caloca DR - vk - Misc fixes from 1.0.37.00 SDK warnings Change 3239964 on 2016/12/19 by Rolando.Caloca DR - Fix click on editor not showing selected Change 3239995 on 2016/12/19 by Rolando.Caloca DR - Enable dist field on GL4 & Vulkan SM5 Change 3240162 on 2016/12/19 by Daniel.Wright Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code Change 3240163 on 2016/12/19 by Daniel.Wright Distance field self shadowing controls for hiding world position offset self-shadow artifacts * Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows * Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground Change 3240271 on 2016/12/19 by Daniel.Wright Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers. Change 3240282 on 2016/12/19 by Rolando.Caloca DR - Proper fix for hit proxies clear - Added missing stencil ref to DrawClearQuad Change 3240316 on 2016/12/19 by Rolando.Caloca DR - vk - Fixed some new 1.0.37.0 warnings Change 3240354 on 2016/12/19 by Rolando.Caloca DR - Dev shaders on sm4/5 Change 3240759 on 2016/12/20 by Rolando.Caloca DR - Fix bad crc on GL element declarations Change 3240895 on 2016/12/20 by Rolando.Caloca DR - vk - Swapchain fixes Change 3241057 on 2016/12/20 by Rolando.Caloca DR - vk - Fix resize on desktop Change 3241112 on 2016/12/20 by Rolando.Caloca DR - vk - Fix 1.0.37.0 warnings - Ignore some warnings we know we can't fix Change 3241310 on 2016/12/20 by Rolando.Caloca DR - vk - Fix crash Change 3241417 on 2016/12/20 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios Change 3241990 on 2016/12/21 by Daniel.Wright Converted DistanceFieldVolume data to BulkData * FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s Change 3242005 on 2016/12/21 by Daniel.Wright Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity Change 3242295 on 2016/12/21 by Bob.Tellez Duplicating CL#3242294 from //Fortnite/Main #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3242487 on 2016/12/21 by Marcus.Wassmer Fix typo Change 3243091 on 2016/12/22 by Daniel.Wright Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS Change 3243161 on 2016/12/22 by Uriel.Doyon New async tasks for the streaming update. Optimizing the biggest frame cost. Change 3243179 on 2016/12/22 by Uriel.Doyon Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask Change 3243236 on 2016/12/22 by Daniel.Wright Fixed DFAO bilateral upsample * Depth buffer was being unbound due to lack of DepthRead_StencilNop Change 3243452 on 2016/12/23 by Ben.Woodhouse Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners #jira UE-35247 Change 3243512 on 2016/12/23 by Uriel.Doyon Improved task system for texture streaming. Change 3243742 on 2016/12/26 by Rolando.Caloca DR - vk - Fix UAV clears - Removed old validation layer - Print found device layers Change 3243745 on 2016/12/27 by Rolando.Caloca DR - vk - Fix for texture cube arrays - Warning for ClearUAVs Change 3243762 on 2016/12/27 by Rolando.Caloca DR - vk - Always use pipeline cache Change 3244450 on 2016/12/31 by Rolando.Caloca DR - vk - Pre reqs for separate transfer queue Change 3244453 on 2016/12/31 by Rolando.Caloca DR - vk - Win32 compile fix Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3244757 on 2017/01/03 by Marcus.Wassmer Niagara is still experimental in non-task branches. Change 3245059 on 2017/01/03 by Benjamin.Hyder Submitting TM-TrigNodes map Change 3245500 on 2017/01/03 by Olaf.Piesche Compile fix #1 for post-merge problems Change 3245572 on 2017/01/03 by Olaf.Piesche (Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool. Change 3245683 on 2017/01/03 by Marcus.Wassmer Fix some niagara warnings Change 3245732 on 2017/01/03 by Marcus.Wassmer Fix Niagara compile on clang platforms. Fix a few warnings / static analysis things as well. Change 3246403 on 2017/01/04 by Rolando.Caloca DR - vk - Fix bogus warning Change 3246432 on 2017/01/04 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering) Change 3246538 on 2017/01/04 by Rolando.Caloca DR - vk - Show hitch time for compute psos Change 3246580 on 2017/01/04 by Rolando.Caloca DR - vk - compile fix Change 3246610 on 2017/01/04 by Rolando.Caloca DR - Compute PSO pre reqs Change 3246707 on 2017/01/04 by Marcus.Wassmer Add missing integer operations to UnrealMathDirectX.h Change 3246786 on 2017/01/04 by Marcus.Wassmer Avoid public dependency build errors. Should probably just remove the DDCUtils module instead Change 3246828 on 2017/01/04 by Olaf.Piesche UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view. Change 3247026 on 2017/01/04 by Rolando.Caloca DR - Remove CrossCompilerTool as it's not required anymore Change 3247086 on 2017/01/04 by Marcus.Wassmer Remove includes for Core.h monolithic header Change 3247227 on 2017/01/04 by Marcus.Wassmer Fix typo and compile errors. Change 3247228 on 2017/01/04 by Marcus.Wassmer Use crossplatform intrinsics Change 3247229 on 2017/01/04 by Marcus.Wassmer Implement missing integer NEON operations. Change NEON vectorint to match name and sign from other platforms Change 3247245 on 2017/01/04 by Marcus.Wassmer Fixing various warnings/errors from clang platforms (Mac/Linux) Change 3247331 on 2017/01/04 by Marcus.Wassmer More Mac/clang fixes Change 3247958 on 2017/01/05 by Marcus.Wassmer VectorInt < - > Float ops should be conversions not reinterpret cast Change 3247959 on 2017/01/05 by Marcus.Wassmer Add missing ops to non-vector header Change 3247964 on 2017/01/05 by Rolando.Caloca DR - Temp fix for crash #jira UE-40211 Change 3248067 on 2017/01/05 by Rolando.Caloca DR - Static analysis fixes #jira UE-40167 Change 3248284 on 2017/01/05 by Rolando.Caloca DR - Linuix Compile fix #jira UE-40260 Change 3248288 on 2017/01/05 by Rolando.Caloca DR - Linux compile fix #jira UE-40264 Change 3248399 on 2017/01/05 by Brian.Karis Filtered importance sampling for envmap prefiltering. Fixed SSR on clearcoat with skylight only. Change 3248503 on 2017/01/05 by Rolando.Caloca DR - Linux fixes #jira UE-40264 Change 3248666 on 2017/01/05 by Brian.Karis Fix GL compile error Change 3248740 on 2017/01/05 by Marcus.Wassmer Fix linux and clang errors/warnings Change 3248851 on 2017/01/05 by Marcus.Wassmer Simplest fix for ES2 compile errors Change 3249217 on 2017/01/06 by Simon.Tovey Speculative fix for static analysis warning Change 3249296 on 2017/01/06 by Ben.Woodhouse XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3249300 on 2017/01/06 by Ben.Woodhouse Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296 Change 3249387 on 2017/01/06 by Rolando.Caloca DR - Fix GL clear issues #jira UE-40254 Change 3249435 on 2017/01/06 by Ben.Woodhouse Duplicated from UT CL 3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 Change 3249721 on 2017/01/06 by Marcus.Wassmer Remove final references to non-existent Niagara data Change 3249742 on 2017/01/06 by Marcus.Wassmer Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. [CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
const FLinearColor FNiagaraEditorModule::WorldCentricTabColorScale(0.0f, 0.0f, 0.2f, 0.5f);
const FColor FNiagaraEditorModule::TypeColor(255, 194, 0);
EAssetTypeCategories::Type FNiagaraEditorModule::NiagaraAssetCategory;
//////////////////////////////////////////////////////////////////////////
class FNiagaraScriptGraphPanelPinFactory : public FGraphPanelPinFactory
{
public:
DECLARE_DELEGATE_RetVal_OneParam(TSharedPtr<class SGraphPin>, FCreateGraphPin, UEdGraphPin*);
/** Registers a delegate for creating a pin for a specific type. */
void RegisterTypePin(const UScriptStruct* Type, FCreateGraphPin CreateGraphPin)
{
TypeToCreatePinDelegateMap.Add(Type, CreateGraphPin);
}
/** Registers a delegate for creating a pin for for a specific miscellaneous sub category. */
void RegisterMiscSubCategoryPin(FString SubCategory, FCreateGraphPin CreateGraphPin)
{
MiscSubCategoryToCreatePinDelegateMap.Add(SubCategory, CreateGraphPin);
}
//~ FGraphPanelPinFactory interface
virtual TSharedPtr<class SGraphPin> CreatePin(class UEdGraphPin* InPin) const override
{
if (const UEdGraphSchema_Niagara* NSchema = Cast<UEdGraphSchema_Niagara>(InPin->GetSchema()))
{
if (InPin->PinType.PinCategory == UEdGraphSchema_Niagara::PinCategoryType)
{
const UScriptStruct* Struct = CastChecked<const UScriptStruct>(InPin->PinType.PinSubCategoryObject.Get());
const FCreateGraphPin* CreateGraphPin = TypeToCreatePinDelegateMap.Find(Struct);
if (CreateGraphPin != nullptr)
{
return (*CreateGraphPin).Execute(InPin);
}
}
else if (InPin->PinType.PinCategory == UEdGraphSchema_Niagara::PinCategoryMisc)
{
const FCreateGraphPin* CreateGraphPin = MiscSubCategoryToCreatePinDelegateMap.Find(InPin->PinType.PinSubCategory);
if (CreateGraphPin != nullptr)
{
return (*CreateGraphPin).Execute(InPin);
}
}
return SNew(SGraphPin, InPin);
}
return nullptr;
}
private:
TMap<const UScriptStruct*, FCreateGraphPin> TypeToCreatePinDelegateMap;
TMap<FString, FCreateGraphPin> MiscSubCategoryToCreatePinDelegateMap;
};
void FNiagaraEditorModule::StartupModule()
{
MenuExtensibilityManager = MakeShareable(new FExtensibilityManager);
ToolBarExtensibilityManager = MakeShareable(new FExtensibilityManager);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3109293) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3091951 on 2016/08/17 by Chris.Bunner (Duplicate) CL 3090919: Fixed edge case interactions in HLOD ray rejection logic in Lightmass. Change 3093162 on 2016/08/18 by Ben.Woodhouse Fix minor memory leak (missing delete of RT Heartbeat thread) Change 3093470 on 2016/08/18 by Ben.Woodhouse Fix minor leak in FMonitoredProcess - the Thread member would get leaked if the FMonitoredProcess was cancelled, because it gets NULLed without deleting it. Fix is to add a bool to keep track of whether the thread is running, rather than using the Thread pointer. Also fixes a race condition where the FMonitoredProcess::Thread member could get initialized after the thread had completed. This would cause IsRunning to never return false, even if the thread has completed, and the editor would hang on startup (this was fixed by setting bIsRunning to true before creating the thread) Change 3093698 on 2016/08/18 by Daniel.Wright Translucent lighting volume draw event cleanup Change 3093700 on 2016/08/18 by Daniel.Wright Clamp on box reflection capture transition distance visualizer Change 3093755 on 2016/08/18 by Ryan.Vance Merging stereo planar reflections from Odin. Change 3094060 on 2016/08/18 by Daniel.Wright Fully featured base pass reflection captures with blending and parallax correction * Used in the forward renderer when materials opt-in to 'High Quality Reflections' * Used in the deferred renderer for translucent 'Surface ForwardShading' materials * Reflection captures are culled to a frustum space grid using the same reverse linked-list method as lights in the forward renderer * Fixed grid culling in stereo / splitscreen * The ReflectionEnvironment compute shader used in the deferred path also uses the culled grid now which reduces its cost from .93ms -> .70ms on 970 GTX. PS4 cost is about the same. * Capsule indirect self-shadowing is now reduced in the forward path to match deferred, and both are controlled by r.CapsuleIndirectShadowSelfShadowIntensity * SetupHZB is now skipped when SSAO / SSR / HZB are all disabled Change 3094160 on 2016/08/18 by Daniel.Wright CIS fixes Change 3094899 on 2016/08/19 by Ben.Woodhouse Batching optimization for dragging components onto blueprints, reported on UDN. Adding 2300 static mesh actors now takes 3 seconds instead of 40 minutes. https://udn.unrealengine.com/questions/305821/suspected-rhi-uniform-buffer-leak-when-adding-stat.html #jira UE-34937 Change 3095256 on 2016/08/19 by Daniel.Wright Disabled ISR warning spamming CIS Change 3095468 on 2016/08/19 by Daniel.Wright Fixed refcounting on hit proxy render targets Change 3095470 on 2016/08/19 by Daniel.Wright Added bVisibleInReflectionCaptures to primitive component, which is useful for hiding objects too close to the capture point Change 3096274 on 2016/08/22 by Rolando.Caloca DR - vk - added missing BC4 Change 3096291 on 2016/08/22 by Rolando.Caloca DR - vk - Fix image views for some rendertarget formats - Fix ImageViews on sub mips Change 3096579 on 2016/08/22 by Rolando.Caloca DR - vk - Fix rendering for shaders with no descriptors Change 3096584 on 2016/08/22 by Rolando.Caloca DR - vk - Fix 3d texture update Change 3096813 on 2016/08/22 by Rolando.Caloca DR - Fix GL linking errors PR #2615 Change 3097062 on 2016/08/22 by Rolando.Caloca DR - vk - Added unified mem flag - Added Mip index into UAV - Switched compute descriptor set index 0 Change 3097065 on 2016/08/22 by Rolando.Caloca DR - vk - Framebuffer barriers now wait on STAGE_FRAGMENT_SHADER instead of STAGE_BOTTOM_OF_PIPE Change 3097084 on 2016/08/22 by Daniel.Wright Enabled r.VertexFoggingForOpaque by default to match other forward renderer choices (fast by default) Change 3097086 on 2016/08/22 by Rolando.Caloca DR - vk - Missed file Change 3097943 on 2016/08/23 by Rolando.Caloca DR - hlslcc - Remove duplicated definitions out into a common header Change 3098166 on 2016/08/23 by Rolando.Caloca DR - Custom Renderer callback after getting SceneColor Change 3098418 on 2016/08/23 by Olaf.Piesche Moving vertex factory dirtying to always happen in-editor for mesh emitters on dynamic data reinitialization; there are several cases in which this needs to happen (some material changes, mesh reimports...) which are difficult to track, so in-editor we just always recreate the mesh particle vertex factory with the dynamic data. #jira UE-34838 Change 3098448 on 2016/08/23 by Rolando.Caloca DR - vk - fixes for depth/stencil descriptors - Minor debug dump improvement Change 3098463 on 2016/08/23 by Daniel.Wright Static lights with MinRoughness = 1.0 don't get their source shapes drawn into reflection captures, since they are being used as virtual area lights Change 3098556 on 2016/08/23 by Daniel.Wright Lightmass area shadows only mark texels as mapped inside the light's influence, which fixes multiple stationary lights with bUseAreaShadowsForStationaryLight interfering. Change 3098672 on 2016/08/23 by Rolando.Caloca DR - vk - Fixed crash when using vertex shaders with no descriptors Change 3099173 on 2016/08/24 by Ben.Woodhouse Fixed various issues with subsurface profile, for checkerboard and non-checkerboard code paths - Re-enable non-checkerboard skin by default - Checkerboard issues fixed: - Emissive lighting was being applied twice due to not taking checkerboard pattern into account - Emissive lighting was modulated by basecolor in the recombine - Metallic materials were contributing specular lighting to the diffuse channel - Non-checkerboard fixes: - Fix write mask during SkyLightDiffuse so alpha is updated correctly - Metallic specular lighting was broken (specularColor was lerping to white instead of baseColor) - Optimisation: Fall back to default lit for pixels where the opacity is 0. - For non-checkerboard, this gives better handling of metallic/emissive for pixels where SSS is not required (non-CB RGBA encoding for diffuse/spec doesn't cope well with colored specular or emissive) - For checkerboard, this gives similar results in terms of shading, but we get full-resolution shading on non SSS pixels #jira UE-34561 Change 3099673 on 2016/08/24 by Daniel.Wright Removed unused reflection shape variables Change 3099674 on 2016/08/24 by Daniel.Wright Fixed translucent materials not working in DrawMaterialToRenderTarget (fallout from cl 3089208) Fixed ensure with FRendererModule::DrawTile in the forward renderer, trying to bind light attenuation texture Change 3099700 on 2016/08/24 by Daniel.Wright Disabled log spam when a Rift is connected but not being used Change 3099730 on 2016/08/24 by Daniel.Wright MSAA depth resolve uses depth of closest surface, hides some artifacts with dynamic shadowing against the skybox Change 3099789 on 2016/08/24 by Brian.Karis FloatRGB is now always supported. If 11:11:10 isn't supported by hardware this format by definition will map to a different format meaning it is always supported. Change 3099987 on 2016/08/24 by Daniel.Wright Fixed light grid debug asserts on PS4 * Always creating the local light buffer, even if it won't be used by the shader * Transition ViewState FRWBuffers to writable at the beginning of a new frame Change 3100120 on 2016/08/24 by Rolando.Caloca DR - vk - Use 256MB pages for GPU memory Change 3100151 on 2016/08/24 by Daniel.Wright PS4 gracefully falls back to Temporal AA when MSAA is requested, as the GNM RHI doesn't support MSAA yet Change 3100302 on 2016/08/24 by Rolando.Caloca DR - vk - Mem system changes - Now allocates a readback heap from GPU->CPU - Removed bad total memory on heap/type - Added fallback to another mem type if it's OOM Change 3101110 on 2016/08/25 by Rolando.Caloca DR - vk - Remove r.Vulkan.UseGLSL Change 3101121 on 2016/08/25 by Rolando.Caloca DR - vk - Initial support for HiResShot Change 3101450 on 2016/08/25 by Rolando.Caloca DR - vk - Remove imagelayout from textures; renamed a method for clarity Change 3101462 on 2016/08/25 by Daniel.Wright Planar reflections no longer update GPU particles, fixes Scene Depth particle collision Change 3101525 on 2016/08/25 by Frank.Fella Niagara - Remove public include modules from niagara, and remove the public include dependency on niagara from UnrealEd, and fix up fallout. Change 3101613 on 2016/08/25 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3101686 on 2016/08/25 by Frank.Fella Niagara - Move asset type actions into the niagara module. Change 3101865 on 2016/08/25 by Rolando.Caloca DR - vk - Fix compile issue when enabling dump layer Change 3101946 on 2016/08/25 by Frank.Fella Orion - Fix include error caused by niagara include fixup. Change 3101999 on 2016/08/25 by Frank.Fella Fortnite - Fix include error caused by niagara include fixup. Change 3102035 on 2016/08/25 by Frank.Fella Ocean - Fix include error caused by niagara include fixup. Change 3102047 on 2016/08/25 by Frank.Fella UnrealTournament - Fix include error caused by niagara include fixup. Change 3102627 on 2016/08/26 by Frank.Fella Niagara - Move stats group declaration to the niagara module and move the stats declarations in the niagara module into the cpp files. Change 3102654 on 2016/08/26 by Ben.Woodhouse Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators #jira UE-33424 Change 3102780 on 2016/08/26 by Ben.Woodhouse Make shadow culling take FOV into account, via LODDistanceFactor Also set the LODDistanceFactorSquared member of the view, which was previously uninitialized #jira UE-33873 Change 3102930 on 2016/08/26 by Rolando.Caloca DR - vk - Do not require backbuffer at start, like Metal Change 3103061 on 2016/08/26 by Rolando.Caloca DR - vk - More debug dump to help track down issues Change 3103143 on 2016/08/26 by Rolando.Caloca DR - vk - Added partial image view for each texture for Depth/Stencil - Removed some unused members from textures Change 3104162 on 2016/08/29 by Gil.Gribb Merging //UE4/Dev-Main@3104155 to Dev-Rendering (//UE4/Dev-Rendering) Change 3104491 on 2016/08/29 by Rolando.Caloca DR - vk - Fix merge issue Change 3104500 on 2016/08/29 by Rolando.Caloca DR - Rebuilt hlslcc libs after merge Change 3104978 on 2016/08/29 by John.Billon -Moved Particle Cutouts to the Required Module -Pre-existing SubUVAnimation data is automatically moved to required on Init. -Added Default Particle Cutouts project setting that will attempt to find and use a texture on a particle's material for a cutout by default. Change 3105249 on 2016/08/29 by John.Billon Fixing non-editor compile error. Change 3105326 on 2016/08/29 by Zabir.Hoque SIMD Movie Player on XB1 Change 3105813 on 2016/08/30 by John.Billon Fixing static analysis warning. Change 3106322 on 2016/08/30 by Matt.Kuhlenschmidt Removed duplicated view uniform shader parameters initialization between slate and scene rendering. Moved all the duped initialization into a single shared method. The shared method should be where new parameters are initialized if they are required for the view to work properly. Change 3106350 on 2016/08/30 by Rolando.Caloca DR - vk - Added missing texture formats - Added texture debug name Change 3106547 on 2016/08/30 by Rolando.Caloca DR - Added ESimpleRenderTargetMode::EExistingColorAndClearDepth Change 3106631 on 2016/08/30 by Uriel.Doyon Dirty Texture Streaming Build do not dirty maps anymore. #jira UE-35241 Change 3106919 on 2016/08/30 by Rolando.Caloca DR - Temp workaround to get Vulkan up & running, might require hlslcc fix Change 3106974 on 2016/08/30 by Uriel.Doyon Changed lightmass exports version from GUID to INT in order to shorten filenames. Change 3106988 on 2016/08/30 by Uriel.Doyon New project specific config value r.Streaming.CheckBuildStatus used to specify whether the engine should check if the "Texture Streaming Build" is dirty (false by default). #jira UE-35227 Change 3107927 on 2016/08/31 by John.Billon -Duplicating OpenGL4 ClearUAV Implementation from 4.13 -Fixed uav clear format. #Jira UE-35345 Change 3108095 on 2016/08/31 by Marc.Olano Restore initialization of noise textures, accidentally removed in @3106322 #jira UE-35369 Change 3108557 on 2016/08/31 by John.Billon Fixing HTML5 compile error [CL 3109297 by Gil Gribb in Main branch]
2016-08-31 21:22:32 -04:00
// Only allow asset creation if niagara has been enabled.
bool bEnableNiagara = false;
GConfig->GetBool(TEXT("Niagara"), TEXT("EnableNiagara"), bEnableNiagara, GEngineIni);
if (bEnableNiagara)
{
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3232283 on 2016/12/13 by Ben.Woodhouse D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3232641 on 2016/12/13 by Mark.Satterthwaite - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. Change 3232661 on 2016/12/13 by Mark.Satterthwaite Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later. Change 3232759 on 2016/12/13 by Ben.Woodhouse Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html Change 3232803 on 2016/12/13 by Ben.Marsh Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well. Change 3232836 on 2016/12/13 by Ben.Marsh Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs. Change 3232974 on 2016/12/13 by Rolando.Caloca DR - Refactor common code to UWorld::RecreateScene #jira UE-36719 PR #2824 Change 3232976 on 2016/12/13 by Ben.Marsh Add missing dependency on tools node for Mac cooks. Need to compile SCW first. Change 3233289 on 2016/12/13 by Olaf.Piesche Fixing potentially broken spot/point light fade with old content; initialize new properties properly Change 3233811 on 2016/12/13 by Mark.Satterthwaite Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. Change 3233854 on 2016/12/13 by Mark.Satterthwaite More information about texture type validation errors in Metal. Change 3234650 on 2016/12/14 by Rolando.Caloca DR - vk - Fix bad aspect on depth cubemaps Change 3234651 on 2016/12/14 by Rolando.Caloca DR - vk - Fix for 32 bit crash on dump layer Change 3234813 on 2016/12/14 by Guillaume.Abadie Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3235047 on 2016/12/14 by Uriel.Doyon Refactored HLOD texture streaming strategy to separate forced load from visibility. Added an incremental update in the last stage of the texture streaming update load to clear any pending work. Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything. Change 3235317 on 2016/12/14 by Uriel.Doyon Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo. Change 3235431 on 2016/12/14 by Rolando.Caloca DR - Fix for Vulkan drawing black Change 3236788 on 2016/12/15 by Mark.Satterthwaite Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. Change 3236850 on 2016/12/15 by Mark.Satterthwaite Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3237002 on 2016/12/15 by Benjamin.Hyder submitting updated TM-Shadermodels map Change 3237312 on 2016/12/15 by Rolando.Caloca DR - Change more macros to lambdas Change 3237394 on 2016/12/15 by Mark.Satterthwaite Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3237490 on 2016/12/15 by Daniel.Wright Fixed ULandscapeComponent::GetUsedMaterials Change 3237597 on 2016/12/15 by Ben.Woodhouse Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. Change 3237654 on 2016/12/15 by Daniel.Wright Non-editor compile fix Change 3238229 on 2016/12/16 by Rolando.Caloca DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it Change 3238236 on 2016/12/16 by Rolando.Caloca DR - Compile fixes Change 3238280 on 2016/12/16 by Marc.Olano Small optimization to Lanczos-3 upsample shader code. Change 3238321 on 2016/12/16 by Rolando.Caloca DR - Compile fix Change 3238331 on 2016/12/16 by Rolando.Caloca DR - compile fix Change 3238495 on 2016/12/16 by Marc.Olano Replace TEA random number generator with PCG. Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled. Change 3238496 on 2016/12/16 by Marc.Olano Tone mapping fix for OR-31752, cherry picked from Orion 3208273 Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance. Change 3238520 on 2016/12/16 by Rolando.Caloca DR - CIS Fix Change 3238571 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3238605 on 2016/12/16 by Daniel.Wright Sharing IndirectLightingCacheTextureSampler samplers Change 3238626 on 2016/12/16 by Daniel.Wright Ray Traced Distance Field Shadow optimizations * Tighter light space tile culling * Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance * Depth bounds test on upsample * Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality * RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes Change 3238652 on 2016/12/16 by Rolando.Caloca DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead Change 3238855 on 2016/12/16 by Rolando.Caloca DR - Added FRHITexture2D GetSizeXY Change 3238881 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3239008 on 2016/12/16 by Arne.Schober DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands Change 3239012 on 2016/12/16 by Arne.Schober DR - missing file Change 3239255 on 2016/12/17 by Rolando.Caloca DR - Remove shader clears from D3D11 Change 3239690 on 2016/12/19 by Rolando.Caloca DR - vk - Misc fixes from 1.0.37.00 SDK warnings Change 3239964 on 2016/12/19 by Rolando.Caloca DR - Fix click on editor not showing selected Change 3239995 on 2016/12/19 by Rolando.Caloca DR - Enable dist field on GL4 & Vulkan SM5 Change 3240162 on 2016/12/19 by Daniel.Wright Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code Change 3240163 on 2016/12/19 by Daniel.Wright Distance field self shadowing controls for hiding world position offset self-shadow artifacts * Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows * Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground Change 3240271 on 2016/12/19 by Daniel.Wright Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers. Change 3240282 on 2016/12/19 by Rolando.Caloca DR - Proper fix for hit proxies clear - Added missing stencil ref to DrawClearQuad Change 3240316 on 2016/12/19 by Rolando.Caloca DR - vk - Fixed some new 1.0.37.0 warnings Change 3240354 on 2016/12/19 by Rolando.Caloca DR - Dev shaders on sm4/5 Change 3240759 on 2016/12/20 by Rolando.Caloca DR - Fix bad crc on GL element declarations Change 3240895 on 2016/12/20 by Rolando.Caloca DR - vk - Swapchain fixes Change 3241057 on 2016/12/20 by Rolando.Caloca DR - vk - Fix resize on desktop Change 3241112 on 2016/12/20 by Rolando.Caloca DR - vk - Fix 1.0.37.0 warnings - Ignore some warnings we know we can't fix Change 3241310 on 2016/12/20 by Rolando.Caloca DR - vk - Fix crash Change 3241417 on 2016/12/20 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios Change 3241990 on 2016/12/21 by Daniel.Wright Converted DistanceFieldVolume data to BulkData * FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s Change 3242005 on 2016/12/21 by Daniel.Wright Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity Change 3242295 on 2016/12/21 by Bob.Tellez Duplicating CL#3242294 from //Fortnite/Main #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3242487 on 2016/12/21 by Marcus.Wassmer Fix typo Change 3243091 on 2016/12/22 by Daniel.Wright Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS Change 3243161 on 2016/12/22 by Uriel.Doyon New async tasks for the streaming update. Optimizing the biggest frame cost. Change 3243179 on 2016/12/22 by Uriel.Doyon Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask Change 3243236 on 2016/12/22 by Daniel.Wright Fixed DFAO bilateral upsample * Depth buffer was being unbound due to lack of DepthRead_StencilNop Change 3243452 on 2016/12/23 by Ben.Woodhouse Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners #jira UE-35247 Change 3243512 on 2016/12/23 by Uriel.Doyon Improved task system for texture streaming. Change 3243742 on 2016/12/26 by Rolando.Caloca DR - vk - Fix UAV clears - Removed old validation layer - Print found device layers Change 3243745 on 2016/12/27 by Rolando.Caloca DR - vk - Fix for texture cube arrays - Warning for ClearUAVs Change 3243762 on 2016/12/27 by Rolando.Caloca DR - vk - Always use pipeline cache Change 3244450 on 2016/12/31 by Rolando.Caloca DR - vk - Pre reqs for separate transfer queue Change 3244453 on 2016/12/31 by Rolando.Caloca DR - vk - Win32 compile fix Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3244757 on 2017/01/03 by Marcus.Wassmer Niagara is still experimental in non-task branches. Change 3245059 on 2017/01/03 by Benjamin.Hyder Submitting TM-TrigNodes map Change 3245500 on 2017/01/03 by Olaf.Piesche Compile fix #1 for post-merge problems Change 3245572 on 2017/01/03 by Olaf.Piesche (Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool. Change 3245683 on 2017/01/03 by Marcus.Wassmer Fix some niagara warnings Change 3245732 on 2017/01/03 by Marcus.Wassmer Fix Niagara compile on clang platforms. Fix a few warnings / static analysis things as well. Change 3246403 on 2017/01/04 by Rolando.Caloca DR - vk - Fix bogus warning Change 3246432 on 2017/01/04 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering) Change 3246538 on 2017/01/04 by Rolando.Caloca DR - vk - Show hitch time for compute psos Change 3246580 on 2017/01/04 by Rolando.Caloca DR - vk - compile fix Change 3246610 on 2017/01/04 by Rolando.Caloca DR - Compute PSO pre reqs Change 3246707 on 2017/01/04 by Marcus.Wassmer Add missing integer operations to UnrealMathDirectX.h Change 3246786 on 2017/01/04 by Marcus.Wassmer Avoid public dependency build errors. Should probably just remove the DDCUtils module instead Change 3246828 on 2017/01/04 by Olaf.Piesche UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view. Change 3247026 on 2017/01/04 by Rolando.Caloca DR - Remove CrossCompilerTool as it's not required anymore Change 3247086 on 2017/01/04 by Marcus.Wassmer Remove includes for Core.h monolithic header Change 3247227 on 2017/01/04 by Marcus.Wassmer Fix typo and compile errors. Change 3247228 on 2017/01/04 by Marcus.Wassmer Use crossplatform intrinsics Change 3247229 on 2017/01/04 by Marcus.Wassmer Implement missing integer NEON operations. Change NEON vectorint to match name and sign from other platforms Change 3247245 on 2017/01/04 by Marcus.Wassmer Fixing various warnings/errors from clang platforms (Mac/Linux) Change 3247331 on 2017/01/04 by Marcus.Wassmer More Mac/clang fixes Change 3247958 on 2017/01/05 by Marcus.Wassmer VectorInt < - > Float ops should be conversions not reinterpret cast Change 3247959 on 2017/01/05 by Marcus.Wassmer Add missing ops to non-vector header Change 3247964 on 2017/01/05 by Rolando.Caloca DR - Temp fix for crash #jira UE-40211 Change 3248067 on 2017/01/05 by Rolando.Caloca DR - Static analysis fixes #jira UE-40167 Change 3248284 on 2017/01/05 by Rolando.Caloca DR - Linuix Compile fix #jira UE-40260 Change 3248288 on 2017/01/05 by Rolando.Caloca DR - Linux compile fix #jira UE-40264 Change 3248399 on 2017/01/05 by Brian.Karis Filtered importance sampling for envmap prefiltering. Fixed SSR on clearcoat with skylight only. Change 3248503 on 2017/01/05 by Rolando.Caloca DR - Linux fixes #jira UE-40264 Change 3248666 on 2017/01/05 by Brian.Karis Fix GL compile error Change 3248740 on 2017/01/05 by Marcus.Wassmer Fix linux and clang errors/warnings Change 3248851 on 2017/01/05 by Marcus.Wassmer Simplest fix for ES2 compile errors Change 3249217 on 2017/01/06 by Simon.Tovey Speculative fix for static analysis warning Change 3249296 on 2017/01/06 by Ben.Woodhouse XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3249300 on 2017/01/06 by Ben.Woodhouse Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296 Change 3249387 on 2017/01/06 by Rolando.Caloca DR - Fix GL clear issues #jira UE-40254 Change 3249435 on 2017/01/06 by Ben.Woodhouse Duplicated from UT CL 3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 Change 3249721 on 2017/01/06 by Marcus.Wassmer Remove final references to non-existent Niagara data Change 3249742 on 2017/01/06 by Marcus.Wassmer Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. [CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
NiagaraAssetCategory = AssetTools.RegisterAdvancedAssetCategory(FName(TEXT("Niagara")), LOCTEXT("NiagaraAssetsCategory", "Niagara"));
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3109293) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3091951 on 2016/08/17 by Chris.Bunner (Duplicate) CL 3090919: Fixed edge case interactions in HLOD ray rejection logic in Lightmass. Change 3093162 on 2016/08/18 by Ben.Woodhouse Fix minor memory leak (missing delete of RT Heartbeat thread) Change 3093470 on 2016/08/18 by Ben.Woodhouse Fix minor leak in FMonitoredProcess - the Thread member would get leaked if the FMonitoredProcess was cancelled, because it gets NULLed without deleting it. Fix is to add a bool to keep track of whether the thread is running, rather than using the Thread pointer. Also fixes a race condition where the FMonitoredProcess::Thread member could get initialized after the thread had completed. This would cause IsRunning to never return false, even if the thread has completed, and the editor would hang on startup (this was fixed by setting bIsRunning to true before creating the thread) Change 3093698 on 2016/08/18 by Daniel.Wright Translucent lighting volume draw event cleanup Change 3093700 on 2016/08/18 by Daniel.Wright Clamp on box reflection capture transition distance visualizer Change 3093755 on 2016/08/18 by Ryan.Vance Merging stereo planar reflections from Odin. Change 3094060 on 2016/08/18 by Daniel.Wright Fully featured base pass reflection captures with blending and parallax correction * Used in the forward renderer when materials opt-in to 'High Quality Reflections' * Used in the deferred renderer for translucent 'Surface ForwardShading' materials * Reflection captures are culled to a frustum space grid using the same reverse linked-list method as lights in the forward renderer * Fixed grid culling in stereo / splitscreen * The ReflectionEnvironment compute shader used in the deferred path also uses the culled grid now which reduces its cost from .93ms -> .70ms on 970 GTX. PS4 cost is about the same. * Capsule indirect self-shadowing is now reduced in the forward path to match deferred, and both are controlled by r.CapsuleIndirectShadowSelfShadowIntensity * SetupHZB is now skipped when SSAO / SSR / HZB are all disabled Change 3094160 on 2016/08/18 by Daniel.Wright CIS fixes Change 3094899 on 2016/08/19 by Ben.Woodhouse Batching optimization for dragging components onto blueprints, reported on UDN. Adding 2300 static mesh actors now takes 3 seconds instead of 40 minutes. https://udn.unrealengine.com/questions/305821/suspected-rhi-uniform-buffer-leak-when-adding-stat.html #jira UE-34937 Change 3095256 on 2016/08/19 by Daniel.Wright Disabled ISR warning spamming CIS Change 3095468 on 2016/08/19 by Daniel.Wright Fixed refcounting on hit proxy render targets Change 3095470 on 2016/08/19 by Daniel.Wright Added bVisibleInReflectionCaptures to primitive component, which is useful for hiding objects too close to the capture point Change 3096274 on 2016/08/22 by Rolando.Caloca DR - vk - added missing BC4 Change 3096291 on 2016/08/22 by Rolando.Caloca DR - vk - Fix image views for some rendertarget formats - Fix ImageViews on sub mips Change 3096579 on 2016/08/22 by Rolando.Caloca DR - vk - Fix rendering for shaders with no descriptors Change 3096584 on 2016/08/22 by Rolando.Caloca DR - vk - Fix 3d texture update Change 3096813 on 2016/08/22 by Rolando.Caloca DR - Fix GL linking errors PR #2615 Change 3097062 on 2016/08/22 by Rolando.Caloca DR - vk - Added unified mem flag - Added Mip index into UAV - Switched compute descriptor set index 0 Change 3097065 on 2016/08/22 by Rolando.Caloca DR - vk - Framebuffer barriers now wait on STAGE_FRAGMENT_SHADER instead of STAGE_BOTTOM_OF_PIPE Change 3097084 on 2016/08/22 by Daniel.Wright Enabled r.VertexFoggingForOpaque by default to match other forward renderer choices (fast by default) Change 3097086 on 2016/08/22 by Rolando.Caloca DR - vk - Missed file Change 3097943 on 2016/08/23 by Rolando.Caloca DR - hlslcc - Remove duplicated definitions out into a common header Change 3098166 on 2016/08/23 by Rolando.Caloca DR - Custom Renderer callback after getting SceneColor Change 3098418 on 2016/08/23 by Olaf.Piesche Moving vertex factory dirtying to always happen in-editor for mesh emitters on dynamic data reinitialization; there are several cases in which this needs to happen (some material changes, mesh reimports...) which are difficult to track, so in-editor we just always recreate the mesh particle vertex factory with the dynamic data. #jira UE-34838 Change 3098448 on 2016/08/23 by Rolando.Caloca DR - vk - fixes for depth/stencil descriptors - Minor debug dump improvement Change 3098463 on 2016/08/23 by Daniel.Wright Static lights with MinRoughness = 1.0 don't get their source shapes drawn into reflection captures, since they are being used as virtual area lights Change 3098556 on 2016/08/23 by Daniel.Wright Lightmass area shadows only mark texels as mapped inside the light's influence, which fixes multiple stationary lights with bUseAreaShadowsForStationaryLight interfering. Change 3098672 on 2016/08/23 by Rolando.Caloca DR - vk - Fixed crash when using vertex shaders with no descriptors Change 3099173 on 2016/08/24 by Ben.Woodhouse Fixed various issues with subsurface profile, for checkerboard and non-checkerboard code paths - Re-enable non-checkerboard skin by default - Checkerboard issues fixed: - Emissive lighting was being applied twice due to not taking checkerboard pattern into account - Emissive lighting was modulated by basecolor in the recombine - Metallic materials were contributing specular lighting to the diffuse channel - Non-checkerboard fixes: - Fix write mask during SkyLightDiffuse so alpha is updated correctly - Metallic specular lighting was broken (specularColor was lerping to white instead of baseColor) - Optimisation: Fall back to default lit for pixels where the opacity is 0. - For non-checkerboard, this gives better handling of metallic/emissive for pixels where SSS is not required (non-CB RGBA encoding for diffuse/spec doesn't cope well with colored specular or emissive) - For checkerboard, this gives similar results in terms of shading, but we get full-resolution shading on non SSS pixels #jira UE-34561 Change 3099673 on 2016/08/24 by Daniel.Wright Removed unused reflection shape variables Change 3099674 on 2016/08/24 by Daniel.Wright Fixed translucent materials not working in DrawMaterialToRenderTarget (fallout from cl 3089208) Fixed ensure with FRendererModule::DrawTile in the forward renderer, trying to bind light attenuation texture Change 3099700 on 2016/08/24 by Daniel.Wright Disabled log spam when a Rift is connected but not being used Change 3099730 on 2016/08/24 by Daniel.Wright MSAA depth resolve uses depth of closest surface, hides some artifacts with dynamic shadowing against the skybox Change 3099789 on 2016/08/24 by Brian.Karis FloatRGB is now always supported. If 11:11:10 isn't supported by hardware this format by definition will map to a different format meaning it is always supported. Change 3099987 on 2016/08/24 by Daniel.Wright Fixed light grid debug asserts on PS4 * Always creating the local light buffer, even if it won't be used by the shader * Transition ViewState FRWBuffers to writable at the beginning of a new frame Change 3100120 on 2016/08/24 by Rolando.Caloca DR - vk - Use 256MB pages for GPU memory Change 3100151 on 2016/08/24 by Daniel.Wright PS4 gracefully falls back to Temporal AA when MSAA is requested, as the GNM RHI doesn't support MSAA yet Change 3100302 on 2016/08/24 by Rolando.Caloca DR - vk - Mem system changes - Now allocates a readback heap from GPU->CPU - Removed bad total memory on heap/type - Added fallback to another mem type if it's OOM Change 3101110 on 2016/08/25 by Rolando.Caloca DR - vk - Remove r.Vulkan.UseGLSL Change 3101121 on 2016/08/25 by Rolando.Caloca DR - vk - Initial support for HiResShot Change 3101450 on 2016/08/25 by Rolando.Caloca DR - vk - Remove imagelayout from textures; renamed a method for clarity Change 3101462 on 2016/08/25 by Daniel.Wright Planar reflections no longer update GPU particles, fixes Scene Depth particle collision Change 3101525 on 2016/08/25 by Frank.Fella Niagara - Remove public include modules from niagara, and remove the public include dependency on niagara from UnrealEd, and fix up fallout. Change 3101613 on 2016/08/25 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3101686 on 2016/08/25 by Frank.Fella Niagara - Move asset type actions into the niagara module. Change 3101865 on 2016/08/25 by Rolando.Caloca DR - vk - Fix compile issue when enabling dump layer Change 3101946 on 2016/08/25 by Frank.Fella Orion - Fix include error caused by niagara include fixup. Change 3101999 on 2016/08/25 by Frank.Fella Fortnite - Fix include error caused by niagara include fixup. Change 3102035 on 2016/08/25 by Frank.Fella Ocean - Fix include error caused by niagara include fixup. Change 3102047 on 2016/08/25 by Frank.Fella UnrealTournament - Fix include error caused by niagara include fixup. Change 3102627 on 2016/08/26 by Frank.Fella Niagara - Move stats group declaration to the niagara module and move the stats declarations in the niagara module into the cpp files. Change 3102654 on 2016/08/26 by Ben.Woodhouse Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators #jira UE-33424 Change 3102780 on 2016/08/26 by Ben.Woodhouse Make shadow culling take FOV into account, via LODDistanceFactor Also set the LODDistanceFactorSquared member of the view, which was previously uninitialized #jira UE-33873 Change 3102930 on 2016/08/26 by Rolando.Caloca DR - vk - Do not require backbuffer at start, like Metal Change 3103061 on 2016/08/26 by Rolando.Caloca DR - vk - More debug dump to help track down issues Change 3103143 on 2016/08/26 by Rolando.Caloca DR - vk - Added partial image view for each texture for Depth/Stencil - Removed some unused members from textures Change 3104162 on 2016/08/29 by Gil.Gribb Merging //UE4/Dev-Main@3104155 to Dev-Rendering (//UE4/Dev-Rendering) Change 3104491 on 2016/08/29 by Rolando.Caloca DR - vk - Fix merge issue Change 3104500 on 2016/08/29 by Rolando.Caloca DR - Rebuilt hlslcc libs after merge Change 3104978 on 2016/08/29 by John.Billon -Moved Particle Cutouts to the Required Module -Pre-existing SubUVAnimation data is automatically moved to required on Init. -Added Default Particle Cutouts project setting that will attempt to find and use a texture on a particle's material for a cutout by default. Change 3105249 on 2016/08/29 by John.Billon Fixing non-editor compile error. Change 3105326 on 2016/08/29 by Zabir.Hoque SIMD Movie Player on XB1 Change 3105813 on 2016/08/30 by John.Billon Fixing static analysis warning. Change 3106322 on 2016/08/30 by Matt.Kuhlenschmidt Removed duplicated view uniform shader parameters initialization between slate and scene rendering. Moved all the duped initialization into a single shared method. The shared method should be where new parameters are initialized if they are required for the view to work properly. Change 3106350 on 2016/08/30 by Rolando.Caloca DR - vk - Added missing texture formats - Added texture debug name Change 3106547 on 2016/08/30 by Rolando.Caloca DR - Added ESimpleRenderTargetMode::EExistingColorAndClearDepth Change 3106631 on 2016/08/30 by Uriel.Doyon Dirty Texture Streaming Build do not dirty maps anymore. #jira UE-35241 Change 3106919 on 2016/08/30 by Rolando.Caloca DR - Temp workaround to get Vulkan up & running, might require hlslcc fix Change 3106974 on 2016/08/30 by Uriel.Doyon Changed lightmass exports version from GUID to INT in order to shorten filenames. Change 3106988 on 2016/08/30 by Uriel.Doyon New project specific config value r.Streaming.CheckBuildStatus used to specify whether the engine should check if the "Texture Streaming Build" is dirty (false by default). #jira UE-35227 Change 3107927 on 2016/08/31 by John.Billon -Duplicating OpenGL4 ClearUAV Implementation from 4.13 -Fixed uav clear format. #Jira UE-35345 Change 3108095 on 2016/08/31 by Marc.Olano Restore initialization of noise textures, accidentally removed in @3106322 #jira UE-35369 Change 3108557 on 2016/08/31 by John.Billon Fixing HTML5 compile error [CL 3109297 by Gil Gribb in Main branch]
2016-08-31 21:22:32 -04:00
RegisterAssetTypeAction(AssetTools, MakeShareable(new FAssetTypeActions_NiagaraEffect()));
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3232283 on 2016/12/13 by Ben.Woodhouse D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3232641 on 2016/12/13 by Mark.Satterthwaite - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. Change 3232661 on 2016/12/13 by Mark.Satterthwaite Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later. Change 3232759 on 2016/12/13 by Ben.Woodhouse Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html Change 3232803 on 2016/12/13 by Ben.Marsh Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well. Change 3232836 on 2016/12/13 by Ben.Marsh Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs. Change 3232974 on 2016/12/13 by Rolando.Caloca DR - Refactor common code to UWorld::RecreateScene #jira UE-36719 PR #2824 Change 3232976 on 2016/12/13 by Ben.Marsh Add missing dependency on tools node for Mac cooks. Need to compile SCW first. Change 3233289 on 2016/12/13 by Olaf.Piesche Fixing potentially broken spot/point light fade with old content; initialize new properties properly Change 3233811 on 2016/12/13 by Mark.Satterthwaite Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. Change 3233854 on 2016/12/13 by Mark.Satterthwaite More information about texture type validation errors in Metal. Change 3234650 on 2016/12/14 by Rolando.Caloca DR - vk - Fix bad aspect on depth cubemaps Change 3234651 on 2016/12/14 by Rolando.Caloca DR - vk - Fix for 32 bit crash on dump layer Change 3234813 on 2016/12/14 by Guillaume.Abadie Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3235047 on 2016/12/14 by Uriel.Doyon Refactored HLOD texture streaming strategy to separate forced load from visibility. Added an incremental update in the last stage of the texture streaming update load to clear any pending work. Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything. Change 3235317 on 2016/12/14 by Uriel.Doyon Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo. Change 3235431 on 2016/12/14 by Rolando.Caloca DR - Fix for Vulkan drawing black Change 3236788 on 2016/12/15 by Mark.Satterthwaite Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. Change 3236850 on 2016/12/15 by Mark.Satterthwaite Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3237002 on 2016/12/15 by Benjamin.Hyder submitting updated TM-Shadermodels map Change 3237312 on 2016/12/15 by Rolando.Caloca DR - Change more macros to lambdas Change 3237394 on 2016/12/15 by Mark.Satterthwaite Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3237490 on 2016/12/15 by Daniel.Wright Fixed ULandscapeComponent::GetUsedMaterials Change 3237597 on 2016/12/15 by Ben.Woodhouse Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. Change 3237654 on 2016/12/15 by Daniel.Wright Non-editor compile fix Change 3238229 on 2016/12/16 by Rolando.Caloca DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it Change 3238236 on 2016/12/16 by Rolando.Caloca DR - Compile fixes Change 3238280 on 2016/12/16 by Marc.Olano Small optimization to Lanczos-3 upsample shader code. Change 3238321 on 2016/12/16 by Rolando.Caloca DR - Compile fix Change 3238331 on 2016/12/16 by Rolando.Caloca DR - compile fix Change 3238495 on 2016/12/16 by Marc.Olano Replace TEA random number generator with PCG. Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled. Change 3238496 on 2016/12/16 by Marc.Olano Tone mapping fix for OR-31752, cherry picked from Orion 3208273 Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance. Change 3238520 on 2016/12/16 by Rolando.Caloca DR - CIS Fix Change 3238571 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3238605 on 2016/12/16 by Daniel.Wright Sharing IndirectLightingCacheTextureSampler samplers Change 3238626 on 2016/12/16 by Daniel.Wright Ray Traced Distance Field Shadow optimizations * Tighter light space tile culling * Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance * Depth bounds test on upsample * Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality * RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes Change 3238652 on 2016/12/16 by Rolando.Caloca DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead Change 3238855 on 2016/12/16 by Rolando.Caloca DR - Added FRHITexture2D GetSizeXY Change 3238881 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3239008 on 2016/12/16 by Arne.Schober DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands Change 3239012 on 2016/12/16 by Arne.Schober DR - missing file Change 3239255 on 2016/12/17 by Rolando.Caloca DR - Remove shader clears from D3D11 Change 3239690 on 2016/12/19 by Rolando.Caloca DR - vk - Misc fixes from 1.0.37.00 SDK warnings Change 3239964 on 2016/12/19 by Rolando.Caloca DR - Fix click on editor not showing selected Change 3239995 on 2016/12/19 by Rolando.Caloca DR - Enable dist field on GL4 & Vulkan SM5 Change 3240162 on 2016/12/19 by Daniel.Wright Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code Change 3240163 on 2016/12/19 by Daniel.Wright Distance field self shadowing controls for hiding world position offset self-shadow artifacts * Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows * Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground Change 3240271 on 2016/12/19 by Daniel.Wright Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers. Change 3240282 on 2016/12/19 by Rolando.Caloca DR - Proper fix for hit proxies clear - Added missing stencil ref to DrawClearQuad Change 3240316 on 2016/12/19 by Rolando.Caloca DR - vk - Fixed some new 1.0.37.0 warnings Change 3240354 on 2016/12/19 by Rolando.Caloca DR - Dev shaders on sm4/5 Change 3240759 on 2016/12/20 by Rolando.Caloca DR - Fix bad crc on GL element declarations Change 3240895 on 2016/12/20 by Rolando.Caloca DR - vk - Swapchain fixes Change 3241057 on 2016/12/20 by Rolando.Caloca DR - vk - Fix resize on desktop Change 3241112 on 2016/12/20 by Rolando.Caloca DR - vk - Fix 1.0.37.0 warnings - Ignore some warnings we know we can't fix Change 3241310 on 2016/12/20 by Rolando.Caloca DR - vk - Fix crash Change 3241417 on 2016/12/20 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios Change 3241990 on 2016/12/21 by Daniel.Wright Converted DistanceFieldVolume data to BulkData * FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s Change 3242005 on 2016/12/21 by Daniel.Wright Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity Change 3242295 on 2016/12/21 by Bob.Tellez Duplicating CL#3242294 from //Fortnite/Main #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3242487 on 2016/12/21 by Marcus.Wassmer Fix typo Change 3243091 on 2016/12/22 by Daniel.Wright Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS Change 3243161 on 2016/12/22 by Uriel.Doyon New async tasks for the streaming update. Optimizing the biggest frame cost. Change 3243179 on 2016/12/22 by Uriel.Doyon Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask Change 3243236 on 2016/12/22 by Daniel.Wright Fixed DFAO bilateral upsample * Depth buffer was being unbound due to lack of DepthRead_StencilNop Change 3243452 on 2016/12/23 by Ben.Woodhouse Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners #jira UE-35247 Change 3243512 on 2016/12/23 by Uriel.Doyon Improved task system for texture streaming. Change 3243742 on 2016/12/26 by Rolando.Caloca DR - vk - Fix UAV clears - Removed old validation layer - Print found device layers Change 3243745 on 2016/12/27 by Rolando.Caloca DR - vk - Fix for texture cube arrays - Warning for ClearUAVs Change 3243762 on 2016/12/27 by Rolando.Caloca DR - vk - Always use pipeline cache Change 3244450 on 2016/12/31 by Rolando.Caloca DR - vk - Pre reqs for separate transfer queue Change 3244453 on 2016/12/31 by Rolando.Caloca DR - vk - Win32 compile fix Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3244757 on 2017/01/03 by Marcus.Wassmer Niagara is still experimental in non-task branches. Change 3245059 on 2017/01/03 by Benjamin.Hyder Submitting TM-TrigNodes map Change 3245500 on 2017/01/03 by Olaf.Piesche Compile fix #1 for post-merge problems Change 3245572 on 2017/01/03 by Olaf.Piesche (Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool. Change 3245683 on 2017/01/03 by Marcus.Wassmer Fix some niagara warnings Change 3245732 on 2017/01/03 by Marcus.Wassmer Fix Niagara compile on clang platforms. Fix a few warnings / static analysis things as well. Change 3246403 on 2017/01/04 by Rolando.Caloca DR - vk - Fix bogus warning Change 3246432 on 2017/01/04 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering) Change 3246538 on 2017/01/04 by Rolando.Caloca DR - vk - Show hitch time for compute psos Change 3246580 on 2017/01/04 by Rolando.Caloca DR - vk - compile fix Change 3246610 on 2017/01/04 by Rolando.Caloca DR - Compute PSO pre reqs Change 3246707 on 2017/01/04 by Marcus.Wassmer Add missing integer operations to UnrealMathDirectX.h Change 3246786 on 2017/01/04 by Marcus.Wassmer Avoid public dependency build errors. Should probably just remove the DDCUtils module instead Change 3246828 on 2017/01/04 by Olaf.Piesche UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view. Change 3247026 on 2017/01/04 by Rolando.Caloca DR - Remove CrossCompilerTool as it's not required anymore Change 3247086 on 2017/01/04 by Marcus.Wassmer Remove includes for Core.h monolithic header Change 3247227 on 2017/01/04 by Marcus.Wassmer Fix typo and compile errors. Change 3247228 on 2017/01/04 by Marcus.Wassmer Use crossplatform intrinsics Change 3247229 on 2017/01/04 by Marcus.Wassmer Implement missing integer NEON operations. Change NEON vectorint to match name and sign from other platforms Change 3247245 on 2017/01/04 by Marcus.Wassmer Fixing various warnings/errors from clang platforms (Mac/Linux) Change 3247331 on 2017/01/04 by Marcus.Wassmer More Mac/clang fixes Change 3247958 on 2017/01/05 by Marcus.Wassmer VectorInt < - > Float ops should be conversions not reinterpret cast Change 3247959 on 2017/01/05 by Marcus.Wassmer Add missing ops to non-vector header Change 3247964 on 2017/01/05 by Rolando.Caloca DR - Temp fix for crash #jira UE-40211 Change 3248067 on 2017/01/05 by Rolando.Caloca DR - Static analysis fixes #jira UE-40167 Change 3248284 on 2017/01/05 by Rolando.Caloca DR - Linuix Compile fix #jira UE-40260 Change 3248288 on 2017/01/05 by Rolando.Caloca DR - Linux compile fix #jira UE-40264 Change 3248399 on 2017/01/05 by Brian.Karis Filtered importance sampling for envmap prefiltering. Fixed SSR on clearcoat with skylight only. Change 3248503 on 2017/01/05 by Rolando.Caloca DR - Linux fixes #jira UE-40264 Change 3248666 on 2017/01/05 by Brian.Karis Fix GL compile error Change 3248740 on 2017/01/05 by Marcus.Wassmer Fix linux and clang errors/warnings Change 3248851 on 2017/01/05 by Marcus.Wassmer Simplest fix for ES2 compile errors Change 3249217 on 2017/01/06 by Simon.Tovey Speculative fix for static analysis warning Change 3249296 on 2017/01/06 by Ben.Woodhouse XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3249300 on 2017/01/06 by Ben.Woodhouse Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296 Change 3249387 on 2017/01/06 by Rolando.Caloca DR - Fix GL clear issues #jira UE-40254 Change 3249435 on 2017/01/06 by Ben.Woodhouse Duplicated from UT CL 3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 Change 3249721 on 2017/01/06 by Marcus.Wassmer Remove final references to non-existent Niagara data Change 3249742 on 2017/01/06 by Marcus.Wassmer Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. [CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
RegisterAssetTypeAction(AssetTools, MakeShareable(new FAssetTypeActions_NiagaraEmitter()));
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3109293) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3091951 on 2016/08/17 by Chris.Bunner (Duplicate) CL 3090919: Fixed edge case interactions in HLOD ray rejection logic in Lightmass. Change 3093162 on 2016/08/18 by Ben.Woodhouse Fix minor memory leak (missing delete of RT Heartbeat thread) Change 3093470 on 2016/08/18 by Ben.Woodhouse Fix minor leak in FMonitoredProcess - the Thread member would get leaked if the FMonitoredProcess was cancelled, because it gets NULLed without deleting it. Fix is to add a bool to keep track of whether the thread is running, rather than using the Thread pointer. Also fixes a race condition where the FMonitoredProcess::Thread member could get initialized after the thread had completed. This would cause IsRunning to never return false, even if the thread has completed, and the editor would hang on startup (this was fixed by setting bIsRunning to true before creating the thread) Change 3093698 on 2016/08/18 by Daniel.Wright Translucent lighting volume draw event cleanup Change 3093700 on 2016/08/18 by Daniel.Wright Clamp on box reflection capture transition distance visualizer Change 3093755 on 2016/08/18 by Ryan.Vance Merging stereo planar reflections from Odin. Change 3094060 on 2016/08/18 by Daniel.Wright Fully featured base pass reflection captures with blending and parallax correction * Used in the forward renderer when materials opt-in to 'High Quality Reflections' * Used in the deferred renderer for translucent 'Surface ForwardShading' materials * Reflection captures are culled to a frustum space grid using the same reverse linked-list method as lights in the forward renderer * Fixed grid culling in stereo / splitscreen * The ReflectionEnvironment compute shader used in the deferred path also uses the culled grid now which reduces its cost from .93ms -> .70ms on 970 GTX. PS4 cost is about the same. * Capsule indirect self-shadowing is now reduced in the forward path to match deferred, and both are controlled by r.CapsuleIndirectShadowSelfShadowIntensity * SetupHZB is now skipped when SSAO / SSR / HZB are all disabled Change 3094160 on 2016/08/18 by Daniel.Wright CIS fixes Change 3094899 on 2016/08/19 by Ben.Woodhouse Batching optimization for dragging components onto blueprints, reported on UDN. Adding 2300 static mesh actors now takes 3 seconds instead of 40 minutes. https://udn.unrealengine.com/questions/305821/suspected-rhi-uniform-buffer-leak-when-adding-stat.html #jira UE-34937 Change 3095256 on 2016/08/19 by Daniel.Wright Disabled ISR warning spamming CIS Change 3095468 on 2016/08/19 by Daniel.Wright Fixed refcounting on hit proxy render targets Change 3095470 on 2016/08/19 by Daniel.Wright Added bVisibleInReflectionCaptures to primitive component, which is useful for hiding objects too close to the capture point Change 3096274 on 2016/08/22 by Rolando.Caloca DR - vk - added missing BC4 Change 3096291 on 2016/08/22 by Rolando.Caloca DR - vk - Fix image views for some rendertarget formats - Fix ImageViews on sub mips Change 3096579 on 2016/08/22 by Rolando.Caloca DR - vk - Fix rendering for shaders with no descriptors Change 3096584 on 2016/08/22 by Rolando.Caloca DR - vk - Fix 3d texture update Change 3096813 on 2016/08/22 by Rolando.Caloca DR - Fix GL linking errors PR #2615 Change 3097062 on 2016/08/22 by Rolando.Caloca DR - vk - Added unified mem flag - Added Mip index into UAV - Switched compute descriptor set index 0 Change 3097065 on 2016/08/22 by Rolando.Caloca DR - vk - Framebuffer barriers now wait on STAGE_FRAGMENT_SHADER instead of STAGE_BOTTOM_OF_PIPE Change 3097084 on 2016/08/22 by Daniel.Wright Enabled r.VertexFoggingForOpaque by default to match other forward renderer choices (fast by default) Change 3097086 on 2016/08/22 by Rolando.Caloca DR - vk - Missed file Change 3097943 on 2016/08/23 by Rolando.Caloca DR - hlslcc - Remove duplicated definitions out into a common header Change 3098166 on 2016/08/23 by Rolando.Caloca DR - Custom Renderer callback after getting SceneColor Change 3098418 on 2016/08/23 by Olaf.Piesche Moving vertex factory dirtying to always happen in-editor for mesh emitters on dynamic data reinitialization; there are several cases in which this needs to happen (some material changes, mesh reimports...) which are difficult to track, so in-editor we just always recreate the mesh particle vertex factory with the dynamic data. #jira UE-34838 Change 3098448 on 2016/08/23 by Rolando.Caloca DR - vk - fixes for depth/stencil descriptors - Minor debug dump improvement Change 3098463 on 2016/08/23 by Daniel.Wright Static lights with MinRoughness = 1.0 don't get their source shapes drawn into reflection captures, since they are being used as virtual area lights Change 3098556 on 2016/08/23 by Daniel.Wright Lightmass area shadows only mark texels as mapped inside the light's influence, which fixes multiple stationary lights with bUseAreaShadowsForStationaryLight interfering. Change 3098672 on 2016/08/23 by Rolando.Caloca DR - vk - Fixed crash when using vertex shaders with no descriptors Change 3099173 on 2016/08/24 by Ben.Woodhouse Fixed various issues with subsurface profile, for checkerboard and non-checkerboard code paths - Re-enable non-checkerboard skin by default - Checkerboard issues fixed: - Emissive lighting was being applied twice due to not taking checkerboard pattern into account - Emissive lighting was modulated by basecolor in the recombine - Metallic materials were contributing specular lighting to the diffuse channel - Non-checkerboard fixes: - Fix write mask during SkyLightDiffuse so alpha is updated correctly - Metallic specular lighting was broken (specularColor was lerping to white instead of baseColor) - Optimisation: Fall back to default lit for pixels where the opacity is 0. - For non-checkerboard, this gives better handling of metallic/emissive for pixels where SSS is not required (non-CB RGBA encoding for diffuse/spec doesn't cope well with colored specular or emissive) - For checkerboard, this gives similar results in terms of shading, but we get full-resolution shading on non SSS pixels #jira UE-34561 Change 3099673 on 2016/08/24 by Daniel.Wright Removed unused reflection shape variables Change 3099674 on 2016/08/24 by Daniel.Wright Fixed translucent materials not working in DrawMaterialToRenderTarget (fallout from cl 3089208) Fixed ensure with FRendererModule::DrawTile in the forward renderer, trying to bind light attenuation texture Change 3099700 on 2016/08/24 by Daniel.Wright Disabled log spam when a Rift is connected but not being used Change 3099730 on 2016/08/24 by Daniel.Wright MSAA depth resolve uses depth of closest surface, hides some artifacts with dynamic shadowing against the skybox Change 3099789 on 2016/08/24 by Brian.Karis FloatRGB is now always supported. If 11:11:10 isn't supported by hardware this format by definition will map to a different format meaning it is always supported. Change 3099987 on 2016/08/24 by Daniel.Wright Fixed light grid debug asserts on PS4 * Always creating the local light buffer, even if it won't be used by the shader * Transition ViewState FRWBuffers to writable at the beginning of a new frame Change 3100120 on 2016/08/24 by Rolando.Caloca DR - vk - Use 256MB pages for GPU memory Change 3100151 on 2016/08/24 by Daniel.Wright PS4 gracefully falls back to Temporal AA when MSAA is requested, as the GNM RHI doesn't support MSAA yet Change 3100302 on 2016/08/24 by Rolando.Caloca DR - vk - Mem system changes - Now allocates a readback heap from GPU->CPU - Removed bad total memory on heap/type - Added fallback to another mem type if it's OOM Change 3101110 on 2016/08/25 by Rolando.Caloca DR - vk - Remove r.Vulkan.UseGLSL Change 3101121 on 2016/08/25 by Rolando.Caloca DR - vk - Initial support for HiResShot Change 3101450 on 2016/08/25 by Rolando.Caloca DR - vk - Remove imagelayout from textures; renamed a method for clarity Change 3101462 on 2016/08/25 by Daniel.Wright Planar reflections no longer update GPU particles, fixes Scene Depth particle collision Change 3101525 on 2016/08/25 by Frank.Fella Niagara - Remove public include modules from niagara, and remove the public include dependency on niagara from UnrealEd, and fix up fallout. Change 3101613 on 2016/08/25 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3101686 on 2016/08/25 by Frank.Fella Niagara - Move asset type actions into the niagara module. Change 3101865 on 2016/08/25 by Rolando.Caloca DR - vk - Fix compile issue when enabling dump layer Change 3101946 on 2016/08/25 by Frank.Fella Orion - Fix include error caused by niagara include fixup. Change 3101999 on 2016/08/25 by Frank.Fella Fortnite - Fix include error caused by niagara include fixup. Change 3102035 on 2016/08/25 by Frank.Fella Ocean - Fix include error caused by niagara include fixup. Change 3102047 on 2016/08/25 by Frank.Fella UnrealTournament - Fix include error caused by niagara include fixup. Change 3102627 on 2016/08/26 by Frank.Fella Niagara - Move stats group declaration to the niagara module and move the stats declarations in the niagara module into the cpp files. Change 3102654 on 2016/08/26 by Ben.Woodhouse Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators #jira UE-33424 Change 3102780 on 2016/08/26 by Ben.Woodhouse Make shadow culling take FOV into account, via LODDistanceFactor Also set the LODDistanceFactorSquared member of the view, which was previously uninitialized #jira UE-33873 Change 3102930 on 2016/08/26 by Rolando.Caloca DR - vk - Do not require backbuffer at start, like Metal Change 3103061 on 2016/08/26 by Rolando.Caloca DR - vk - More debug dump to help track down issues Change 3103143 on 2016/08/26 by Rolando.Caloca DR - vk - Added partial image view for each texture for Depth/Stencil - Removed some unused members from textures Change 3104162 on 2016/08/29 by Gil.Gribb Merging //UE4/Dev-Main@3104155 to Dev-Rendering (//UE4/Dev-Rendering) Change 3104491 on 2016/08/29 by Rolando.Caloca DR - vk - Fix merge issue Change 3104500 on 2016/08/29 by Rolando.Caloca DR - Rebuilt hlslcc libs after merge Change 3104978 on 2016/08/29 by John.Billon -Moved Particle Cutouts to the Required Module -Pre-existing SubUVAnimation data is automatically moved to required on Init. -Added Default Particle Cutouts project setting that will attempt to find and use a texture on a particle's material for a cutout by default. Change 3105249 on 2016/08/29 by John.Billon Fixing non-editor compile error. Change 3105326 on 2016/08/29 by Zabir.Hoque SIMD Movie Player on XB1 Change 3105813 on 2016/08/30 by John.Billon Fixing static analysis warning. Change 3106322 on 2016/08/30 by Matt.Kuhlenschmidt Removed duplicated view uniform shader parameters initialization between slate and scene rendering. Moved all the duped initialization into a single shared method. The shared method should be where new parameters are initialized if they are required for the view to work properly. Change 3106350 on 2016/08/30 by Rolando.Caloca DR - vk - Added missing texture formats - Added texture debug name Change 3106547 on 2016/08/30 by Rolando.Caloca DR - Added ESimpleRenderTargetMode::EExistingColorAndClearDepth Change 3106631 on 2016/08/30 by Uriel.Doyon Dirty Texture Streaming Build do not dirty maps anymore. #jira UE-35241 Change 3106919 on 2016/08/30 by Rolando.Caloca DR - Temp workaround to get Vulkan up & running, might require hlslcc fix Change 3106974 on 2016/08/30 by Uriel.Doyon Changed lightmass exports version from GUID to INT in order to shorten filenames. Change 3106988 on 2016/08/30 by Uriel.Doyon New project specific config value r.Streaming.CheckBuildStatus used to specify whether the engine should check if the "Texture Streaming Build" is dirty (false by default). #jira UE-35227 Change 3107927 on 2016/08/31 by John.Billon -Duplicating OpenGL4 ClearUAV Implementation from 4.13 -Fixed uav clear format. #Jira UE-35345 Change 3108095 on 2016/08/31 by Marc.Olano Restore initialization of noise textures, accidentally removed in @3106322 #jira UE-35369 Change 3108557 on 2016/08/31 by John.Billon Fixing HTML5 compile error [CL 3109297 by Gil Gribb in Main branch]
2016-08-31 21:22:32 -04:00
RegisterAssetTypeAction(AssetTools, MakeShareable(new FAssetTypeActions_NiagaraScript()));
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3232283 on 2016/12/13 by Ben.Woodhouse D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3232641 on 2016/12/13 by Mark.Satterthwaite - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. Change 3232661 on 2016/12/13 by Mark.Satterthwaite Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later. Change 3232759 on 2016/12/13 by Ben.Woodhouse Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html Change 3232803 on 2016/12/13 by Ben.Marsh Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well. Change 3232836 on 2016/12/13 by Ben.Marsh Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs. Change 3232974 on 2016/12/13 by Rolando.Caloca DR - Refactor common code to UWorld::RecreateScene #jira UE-36719 PR #2824 Change 3232976 on 2016/12/13 by Ben.Marsh Add missing dependency on tools node for Mac cooks. Need to compile SCW first. Change 3233289 on 2016/12/13 by Olaf.Piesche Fixing potentially broken spot/point light fade with old content; initialize new properties properly Change 3233811 on 2016/12/13 by Mark.Satterthwaite Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. Change 3233854 on 2016/12/13 by Mark.Satterthwaite More information about texture type validation errors in Metal. Change 3234650 on 2016/12/14 by Rolando.Caloca DR - vk - Fix bad aspect on depth cubemaps Change 3234651 on 2016/12/14 by Rolando.Caloca DR - vk - Fix for 32 bit crash on dump layer Change 3234813 on 2016/12/14 by Guillaume.Abadie Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3235047 on 2016/12/14 by Uriel.Doyon Refactored HLOD texture streaming strategy to separate forced load from visibility. Added an incremental update in the last stage of the texture streaming update load to clear any pending work. Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything. Change 3235317 on 2016/12/14 by Uriel.Doyon Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo. Change 3235431 on 2016/12/14 by Rolando.Caloca DR - Fix for Vulkan drawing black Change 3236788 on 2016/12/15 by Mark.Satterthwaite Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. Change 3236850 on 2016/12/15 by Mark.Satterthwaite Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3237002 on 2016/12/15 by Benjamin.Hyder submitting updated TM-Shadermodels map Change 3237312 on 2016/12/15 by Rolando.Caloca DR - Change more macros to lambdas Change 3237394 on 2016/12/15 by Mark.Satterthwaite Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3237490 on 2016/12/15 by Daniel.Wright Fixed ULandscapeComponent::GetUsedMaterials Change 3237597 on 2016/12/15 by Ben.Woodhouse Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. Change 3237654 on 2016/12/15 by Daniel.Wright Non-editor compile fix Change 3238229 on 2016/12/16 by Rolando.Caloca DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it Change 3238236 on 2016/12/16 by Rolando.Caloca DR - Compile fixes Change 3238280 on 2016/12/16 by Marc.Olano Small optimization to Lanczos-3 upsample shader code. Change 3238321 on 2016/12/16 by Rolando.Caloca DR - Compile fix Change 3238331 on 2016/12/16 by Rolando.Caloca DR - compile fix Change 3238495 on 2016/12/16 by Marc.Olano Replace TEA random number generator with PCG. Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled. Change 3238496 on 2016/12/16 by Marc.Olano Tone mapping fix for OR-31752, cherry picked from Orion 3208273 Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance. Change 3238520 on 2016/12/16 by Rolando.Caloca DR - CIS Fix Change 3238571 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3238605 on 2016/12/16 by Daniel.Wright Sharing IndirectLightingCacheTextureSampler samplers Change 3238626 on 2016/12/16 by Daniel.Wright Ray Traced Distance Field Shadow optimizations * Tighter light space tile culling * Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance * Depth bounds test on upsample * Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality * RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes Change 3238652 on 2016/12/16 by Rolando.Caloca DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead Change 3238855 on 2016/12/16 by Rolando.Caloca DR - Added FRHITexture2D GetSizeXY Change 3238881 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3239008 on 2016/12/16 by Arne.Schober DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands Change 3239012 on 2016/12/16 by Arne.Schober DR - missing file Change 3239255 on 2016/12/17 by Rolando.Caloca DR - Remove shader clears from D3D11 Change 3239690 on 2016/12/19 by Rolando.Caloca DR - vk - Misc fixes from 1.0.37.00 SDK warnings Change 3239964 on 2016/12/19 by Rolando.Caloca DR - Fix click on editor not showing selected Change 3239995 on 2016/12/19 by Rolando.Caloca DR - Enable dist field on GL4 & Vulkan SM5 Change 3240162 on 2016/12/19 by Daniel.Wright Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code Change 3240163 on 2016/12/19 by Daniel.Wright Distance field self shadowing controls for hiding world position offset self-shadow artifacts * Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows * Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground Change 3240271 on 2016/12/19 by Daniel.Wright Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers. Change 3240282 on 2016/12/19 by Rolando.Caloca DR - Proper fix for hit proxies clear - Added missing stencil ref to DrawClearQuad Change 3240316 on 2016/12/19 by Rolando.Caloca DR - vk - Fixed some new 1.0.37.0 warnings Change 3240354 on 2016/12/19 by Rolando.Caloca DR - Dev shaders on sm4/5 Change 3240759 on 2016/12/20 by Rolando.Caloca DR - Fix bad crc on GL element declarations Change 3240895 on 2016/12/20 by Rolando.Caloca DR - vk - Swapchain fixes Change 3241057 on 2016/12/20 by Rolando.Caloca DR - vk - Fix resize on desktop Change 3241112 on 2016/12/20 by Rolando.Caloca DR - vk - Fix 1.0.37.0 warnings - Ignore some warnings we know we can't fix Change 3241310 on 2016/12/20 by Rolando.Caloca DR - vk - Fix crash Change 3241417 on 2016/12/20 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios Change 3241990 on 2016/12/21 by Daniel.Wright Converted DistanceFieldVolume data to BulkData * FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s Change 3242005 on 2016/12/21 by Daniel.Wright Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity Change 3242295 on 2016/12/21 by Bob.Tellez Duplicating CL#3242294 from //Fortnite/Main #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3242487 on 2016/12/21 by Marcus.Wassmer Fix typo Change 3243091 on 2016/12/22 by Daniel.Wright Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS Change 3243161 on 2016/12/22 by Uriel.Doyon New async tasks for the streaming update. Optimizing the biggest frame cost. Change 3243179 on 2016/12/22 by Uriel.Doyon Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask Change 3243236 on 2016/12/22 by Daniel.Wright Fixed DFAO bilateral upsample * Depth buffer was being unbound due to lack of DepthRead_StencilNop Change 3243452 on 2016/12/23 by Ben.Woodhouse Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners #jira UE-35247 Change 3243512 on 2016/12/23 by Uriel.Doyon Improved task system for texture streaming. Change 3243742 on 2016/12/26 by Rolando.Caloca DR - vk - Fix UAV clears - Removed old validation layer - Print found device layers Change 3243745 on 2016/12/27 by Rolando.Caloca DR - vk - Fix for texture cube arrays - Warning for ClearUAVs Change 3243762 on 2016/12/27 by Rolando.Caloca DR - vk - Always use pipeline cache Change 3244450 on 2016/12/31 by Rolando.Caloca DR - vk - Pre reqs for separate transfer queue Change 3244453 on 2016/12/31 by Rolando.Caloca DR - vk - Win32 compile fix Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3244757 on 2017/01/03 by Marcus.Wassmer Niagara is still experimental in non-task branches. Change 3245059 on 2017/01/03 by Benjamin.Hyder Submitting TM-TrigNodes map Change 3245500 on 2017/01/03 by Olaf.Piesche Compile fix #1 for post-merge problems Change 3245572 on 2017/01/03 by Olaf.Piesche (Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool. Change 3245683 on 2017/01/03 by Marcus.Wassmer Fix some niagara warnings Change 3245732 on 2017/01/03 by Marcus.Wassmer Fix Niagara compile on clang platforms. Fix a few warnings / static analysis things as well. Change 3246403 on 2017/01/04 by Rolando.Caloca DR - vk - Fix bogus warning Change 3246432 on 2017/01/04 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering) Change 3246538 on 2017/01/04 by Rolando.Caloca DR - vk - Show hitch time for compute psos Change 3246580 on 2017/01/04 by Rolando.Caloca DR - vk - compile fix Change 3246610 on 2017/01/04 by Rolando.Caloca DR - Compute PSO pre reqs Change 3246707 on 2017/01/04 by Marcus.Wassmer Add missing integer operations to UnrealMathDirectX.h Change 3246786 on 2017/01/04 by Marcus.Wassmer Avoid public dependency build errors. Should probably just remove the DDCUtils module instead Change 3246828 on 2017/01/04 by Olaf.Piesche UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view. Change 3247026 on 2017/01/04 by Rolando.Caloca DR - Remove CrossCompilerTool as it's not required anymore Change 3247086 on 2017/01/04 by Marcus.Wassmer Remove includes for Core.h monolithic header Change 3247227 on 2017/01/04 by Marcus.Wassmer Fix typo and compile errors. Change 3247228 on 2017/01/04 by Marcus.Wassmer Use crossplatform intrinsics Change 3247229 on 2017/01/04 by Marcus.Wassmer Implement missing integer NEON operations. Change NEON vectorint to match name and sign from other platforms Change 3247245 on 2017/01/04 by Marcus.Wassmer Fixing various warnings/errors from clang platforms (Mac/Linux) Change 3247331 on 2017/01/04 by Marcus.Wassmer More Mac/clang fixes Change 3247958 on 2017/01/05 by Marcus.Wassmer VectorInt < - > Float ops should be conversions not reinterpret cast Change 3247959 on 2017/01/05 by Marcus.Wassmer Add missing ops to non-vector header Change 3247964 on 2017/01/05 by Rolando.Caloca DR - Temp fix for crash #jira UE-40211 Change 3248067 on 2017/01/05 by Rolando.Caloca DR - Static analysis fixes #jira UE-40167 Change 3248284 on 2017/01/05 by Rolando.Caloca DR - Linuix Compile fix #jira UE-40260 Change 3248288 on 2017/01/05 by Rolando.Caloca DR - Linux compile fix #jira UE-40264 Change 3248399 on 2017/01/05 by Brian.Karis Filtered importance sampling for envmap prefiltering. Fixed SSR on clearcoat with skylight only. Change 3248503 on 2017/01/05 by Rolando.Caloca DR - Linux fixes #jira UE-40264 Change 3248666 on 2017/01/05 by Brian.Karis Fix GL compile error Change 3248740 on 2017/01/05 by Marcus.Wassmer Fix linux and clang errors/warnings Change 3248851 on 2017/01/05 by Marcus.Wassmer Simplest fix for ES2 compile errors Change 3249217 on 2017/01/06 by Simon.Tovey Speculative fix for static analysis warning Change 3249296 on 2017/01/06 by Ben.Woodhouse XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3249300 on 2017/01/06 by Ben.Woodhouse Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296 Change 3249387 on 2017/01/06 by Rolando.Caloca DR - Fix GL clear issues #jira UE-40254 Change 3249435 on 2017/01/06 by Ben.Woodhouse Duplicated from UT CL 3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 Change 3249721 on 2017/01/06 by Marcus.Wassmer Remove final references to non-existent Niagara data Change 3249742 on 2017/01/06 by Marcus.Wassmer Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. [CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
UNiagaraSettings::OnSettingsChanged().AddRaw(this, &FNiagaraEditorModule::OnNiagaraSettingsChangedEvent);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3232283 on 2016/12/13 by Ben.Woodhouse D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3232641 on 2016/12/13 by Mark.Satterthwaite - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. Change 3232661 on 2016/12/13 by Mark.Satterthwaite Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later. Change 3232759 on 2016/12/13 by Ben.Woodhouse Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html Change 3232803 on 2016/12/13 by Ben.Marsh Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well. Change 3232836 on 2016/12/13 by Ben.Marsh Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs. Change 3232974 on 2016/12/13 by Rolando.Caloca DR - Refactor common code to UWorld::RecreateScene #jira UE-36719 PR #2824 Change 3232976 on 2016/12/13 by Ben.Marsh Add missing dependency on tools node for Mac cooks. Need to compile SCW first. Change 3233289 on 2016/12/13 by Olaf.Piesche Fixing potentially broken spot/point light fade with old content; initialize new properties properly Change 3233811 on 2016/12/13 by Mark.Satterthwaite Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. Change 3233854 on 2016/12/13 by Mark.Satterthwaite More information about texture type validation errors in Metal. Change 3234650 on 2016/12/14 by Rolando.Caloca DR - vk - Fix bad aspect on depth cubemaps Change 3234651 on 2016/12/14 by Rolando.Caloca DR - vk - Fix for 32 bit crash on dump layer Change 3234813 on 2016/12/14 by Guillaume.Abadie Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3235047 on 2016/12/14 by Uriel.Doyon Refactored HLOD texture streaming strategy to separate forced load from visibility. Added an incremental update in the last stage of the texture streaming update load to clear any pending work. Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything. Change 3235317 on 2016/12/14 by Uriel.Doyon Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo. Change 3235431 on 2016/12/14 by Rolando.Caloca DR - Fix for Vulkan drawing black Change 3236788 on 2016/12/15 by Mark.Satterthwaite Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. Change 3236850 on 2016/12/15 by Mark.Satterthwaite Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3237002 on 2016/12/15 by Benjamin.Hyder submitting updated TM-Shadermodels map Change 3237312 on 2016/12/15 by Rolando.Caloca DR - Change more macros to lambdas Change 3237394 on 2016/12/15 by Mark.Satterthwaite Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3237490 on 2016/12/15 by Daniel.Wright Fixed ULandscapeComponent::GetUsedMaterials Change 3237597 on 2016/12/15 by Ben.Woodhouse Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. Change 3237654 on 2016/12/15 by Daniel.Wright Non-editor compile fix Change 3238229 on 2016/12/16 by Rolando.Caloca DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it Change 3238236 on 2016/12/16 by Rolando.Caloca DR - Compile fixes Change 3238280 on 2016/12/16 by Marc.Olano Small optimization to Lanczos-3 upsample shader code. Change 3238321 on 2016/12/16 by Rolando.Caloca DR - Compile fix Change 3238331 on 2016/12/16 by Rolando.Caloca DR - compile fix Change 3238495 on 2016/12/16 by Marc.Olano Replace TEA random number generator with PCG. Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled. Change 3238496 on 2016/12/16 by Marc.Olano Tone mapping fix for OR-31752, cherry picked from Orion 3208273 Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance. Change 3238520 on 2016/12/16 by Rolando.Caloca DR - CIS Fix Change 3238571 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3238605 on 2016/12/16 by Daniel.Wright Sharing IndirectLightingCacheTextureSampler samplers Change 3238626 on 2016/12/16 by Daniel.Wright Ray Traced Distance Field Shadow optimizations * Tighter light space tile culling * Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance * Depth bounds test on upsample * Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality * RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes Change 3238652 on 2016/12/16 by Rolando.Caloca DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead Change 3238855 on 2016/12/16 by Rolando.Caloca DR - Added FRHITexture2D GetSizeXY Change 3238881 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3239008 on 2016/12/16 by Arne.Schober DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands Change 3239012 on 2016/12/16 by Arne.Schober DR - missing file Change 3239255 on 2016/12/17 by Rolando.Caloca DR - Remove shader clears from D3D11 Change 3239690 on 2016/12/19 by Rolando.Caloca DR - vk - Misc fixes from 1.0.37.00 SDK warnings Change 3239964 on 2016/12/19 by Rolando.Caloca DR - Fix click on editor not showing selected Change 3239995 on 2016/12/19 by Rolando.Caloca DR - Enable dist field on GL4 & Vulkan SM5 Change 3240162 on 2016/12/19 by Daniel.Wright Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code Change 3240163 on 2016/12/19 by Daniel.Wright Distance field self shadowing controls for hiding world position offset self-shadow artifacts * Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows * Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground Change 3240271 on 2016/12/19 by Daniel.Wright Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers. Change 3240282 on 2016/12/19 by Rolando.Caloca DR - Proper fix for hit proxies clear - Added missing stencil ref to DrawClearQuad Change 3240316 on 2016/12/19 by Rolando.Caloca DR - vk - Fixed some new 1.0.37.0 warnings Change 3240354 on 2016/12/19 by Rolando.Caloca DR - Dev shaders on sm4/5 Change 3240759 on 2016/12/20 by Rolando.Caloca DR - Fix bad crc on GL element declarations Change 3240895 on 2016/12/20 by Rolando.Caloca DR - vk - Swapchain fixes Change 3241057 on 2016/12/20 by Rolando.Caloca DR - vk - Fix resize on desktop Change 3241112 on 2016/12/20 by Rolando.Caloca DR - vk - Fix 1.0.37.0 warnings - Ignore some warnings we know we can't fix Change 3241310 on 2016/12/20 by Rolando.Caloca DR - vk - Fix crash Change 3241417 on 2016/12/20 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios Change 3241990 on 2016/12/21 by Daniel.Wright Converted DistanceFieldVolume data to BulkData * FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s Change 3242005 on 2016/12/21 by Daniel.Wright Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity Change 3242295 on 2016/12/21 by Bob.Tellez Duplicating CL#3242294 from //Fortnite/Main #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3242487 on 2016/12/21 by Marcus.Wassmer Fix typo Change 3243091 on 2016/12/22 by Daniel.Wright Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS Change 3243161 on 2016/12/22 by Uriel.Doyon New async tasks for the streaming update. Optimizing the biggest frame cost. Change 3243179 on 2016/12/22 by Uriel.Doyon Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask Change 3243236 on 2016/12/22 by Daniel.Wright Fixed DFAO bilateral upsample * Depth buffer was being unbound due to lack of DepthRead_StencilNop Change 3243452 on 2016/12/23 by Ben.Woodhouse Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners #jira UE-35247 Change 3243512 on 2016/12/23 by Uriel.Doyon Improved task system for texture streaming. Change 3243742 on 2016/12/26 by Rolando.Caloca DR - vk - Fix UAV clears - Removed old validation layer - Print found device layers Change 3243745 on 2016/12/27 by Rolando.Caloca DR - vk - Fix for texture cube arrays - Warning for ClearUAVs Change 3243762 on 2016/12/27 by Rolando.Caloca DR - vk - Always use pipeline cache Change 3244450 on 2016/12/31 by Rolando.Caloca DR - vk - Pre reqs for separate transfer queue Change 3244453 on 2016/12/31 by Rolando.Caloca DR - vk - Win32 compile fix Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3244757 on 2017/01/03 by Marcus.Wassmer Niagara is still experimental in non-task branches. Change 3245059 on 2017/01/03 by Benjamin.Hyder Submitting TM-TrigNodes map Change 3245500 on 2017/01/03 by Olaf.Piesche Compile fix #1 for post-merge problems Change 3245572 on 2017/01/03 by Olaf.Piesche (Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool. Change 3245683 on 2017/01/03 by Marcus.Wassmer Fix some niagara warnings Change 3245732 on 2017/01/03 by Marcus.Wassmer Fix Niagara compile on clang platforms. Fix a few warnings / static analysis things as well. Change 3246403 on 2017/01/04 by Rolando.Caloca DR - vk - Fix bogus warning Change 3246432 on 2017/01/04 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering) Change 3246538 on 2017/01/04 by Rolando.Caloca DR - vk - Show hitch time for compute psos Change 3246580 on 2017/01/04 by Rolando.Caloca DR - vk - compile fix Change 3246610 on 2017/01/04 by Rolando.Caloca DR - Compute PSO pre reqs Change 3246707 on 2017/01/04 by Marcus.Wassmer Add missing integer operations to UnrealMathDirectX.h Change 3246786 on 2017/01/04 by Marcus.Wassmer Avoid public dependency build errors. Should probably just remove the DDCUtils module instead Change 3246828 on 2017/01/04 by Olaf.Piesche UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view. Change 3247026 on 2017/01/04 by Rolando.Caloca DR - Remove CrossCompilerTool as it's not required anymore Change 3247086 on 2017/01/04 by Marcus.Wassmer Remove includes for Core.h monolithic header Change 3247227 on 2017/01/04 by Marcus.Wassmer Fix typo and compile errors. Change 3247228 on 2017/01/04 by Marcus.Wassmer Use crossplatform intrinsics Change 3247229 on 2017/01/04 by Marcus.Wassmer Implement missing integer NEON operations. Change NEON vectorint to match name and sign from other platforms Change 3247245 on 2017/01/04 by Marcus.Wassmer Fixing various warnings/errors from clang platforms (Mac/Linux) Change 3247331 on 2017/01/04 by Marcus.Wassmer More Mac/clang fixes Change 3247958 on 2017/01/05 by Marcus.Wassmer VectorInt < - > Float ops should be conversions not reinterpret cast Change 3247959 on 2017/01/05 by Marcus.Wassmer Add missing ops to non-vector header Change 3247964 on 2017/01/05 by Rolando.Caloca DR - Temp fix for crash #jira UE-40211 Change 3248067 on 2017/01/05 by Rolando.Caloca DR - Static analysis fixes #jira UE-40167 Change 3248284 on 2017/01/05 by Rolando.Caloca DR - Linuix Compile fix #jira UE-40260 Change 3248288 on 2017/01/05 by Rolando.Caloca DR - Linux compile fix #jira UE-40264 Change 3248399 on 2017/01/05 by Brian.Karis Filtered importance sampling for envmap prefiltering. Fixed SSR on clearcoat with skylight only. Change 3248503 on 2017/01/05 by Rolando.Caloca DR - Linux fixes #jira UE-40264 Change 3248666 on 2017/01/05 by Brian.Karis Fix GL compile error Change 3248740 on 2017/01/05 by Marcus.Wassmer Fix linux and clang errors/warnings Change 3248851 on 2017/01/05 by Marcus.Wassmer Simplest fix for ES2 compile errors Change 3249217 on 2017/01/06 by Simon.Tovey Speculative fix for static analysis warning Change 3249296 on 2017/01/06 by Ben.Woodhouse XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3249300 on 2017/01/06 by Ben.Woodhouse Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296 Change 3249387 on 2017/01/06 by Rolando.Caloca DR - Fix GL clear issues #jira UE-40254 Change 3249435 on 2017/01/06 by Ben.Woodhouse Duplicated from UT CL 3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 Change 3249721 on 2017/01/06 by Marcus.Wassmer Remove final references to non-existent Niagara data Change 3249742 on 2017/01/06 by Marcus.Wassmer Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. [CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
// register details customization
FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyModule.RegisterCustomClassLayout("NiagaraComponent", FOnGetDetailCustomizationInstance::CreateStatic(&FNiagaraComponentDetails::MakeInstance));
FNiagaraEditorStyle::Initialize();
FNiagaraEditorCommands::Register();
TSharedPtr<FNiagaraScriptGraphPanelPinFactory> GraphPanelPinFactory = MakeShareable(new FNiagaraScriptGraphPanelPinFactory());
GraphPanelPinFactory->RegisterTypePin(FNiagaraTypeDefinition::GetFloatStruct(), FNiagaraScriptGraphPanelPinFactory::FCreateGraphPin::CreateLambda(
[](UEdGraphPin* GraphPin) -> TSharedRef<SGraphPin> { return SNew(SGraphPinNum, GraphPin); }));
GraphPanelPinFactory->RegisterTypePin(FNiagaraTypeDefinition::GetIntStruct(), FNiagaraScriptGraphPanelPinFactory::FCreateGraphPin::CreateLambda(
[](UEdGraphPin* GraphPin) -> TSharedRef<SGraphPin> { return SNew(SGraphPinInteger, GraphPin); }));
GraphPanelPinFactory->RegisterTypePin(FNiagaraTypeDefinition::GetVec2Struct(), FNiagaraScriptGraphPanelPinFactory::FCreateGraphPin::CreateLambda(
[](UEdGraphPin* GraphPin) -> TSharedRef<SGraphPin> { return SNew(SGraphPinVector2D, GraphPin); }));
GraphPanelPinFactory->RegisterTypePin(FNiagaraTypeDefinition::GetVec3Struct(), FNiagaraScriptGraphPanelPinFactory::FCreateGraphPin::CreateLambda(
[](UEdGraphPin* GraphPin) -> TSharedRef<SGraphPin> { return SNew(SGraphPinVector, GraphPin); }));
GraphPanelPinFactory->RegisterTypePin(FNiagaraTypeDefinition::GetVec4Struct(), FNiagaraScriptGraphPanelPinFactory::FCreateGraphPin::CreateLambda(
[](UEdGraphPin* GraphPin) -> TSharedRef<SGraphPin> { return SNew(SGraphPinVector4, GraphPin); }));
GraphPanelPinFactory->RegisterTypePin(FNiagaraTypeDefinition::GetColorStruct(), FNiagaraScriptGraphPanelPinFactory::FCreateGraphPin::CreateLambda(
[](UEdGraphPin* GraphPin) -> TSharedRef<SGraphPin> { return SNew(SGraphPinColor, GraphPin); }));
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
GraphPanelPinFactory->RegisterTypePin(FNiagaraTypeDefinition::GetBoolStruct(), FNiagaraScriptGraphPanelPinFactory::FCreateGraphPin::CreateLambda(
[](UEdGraphPin* GraphPin) -> TSharedRef<SGraphPin> { return SNew(SGraphPinBool, GraphPin); }));
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3232283 on 2016/12/13 by Ben.Woodhouse D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3232641 on 2016/12/13 by Mark.Satterthwaite - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. Change 3232661 on 2016/12/13 by Mark.Satterthwaite Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later. Change 3232759 on 2016/12/13 by Ben.Woodhouse Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html Change 3232803 on 2016/12/13 by Ben.Marsh Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well. Change 3232836 on 2016/12/13 by Ben.Marsh Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs. Change 3232974 on 2016/12/13 by Rolando.Caloca DR - Refactor common code to UWorld::RecreateScene #jira UE-36719 PR #2824 Change 3232976 on 2016/12/13 by Ben.Marsh Add missing dependency on tools node for Mac cooks. Need to compile SCW first. Change 3233289 on 2016/12/13 by Olaf.Piesche Fixing potentially broken spot/point light fade with old content; initialize new properties properly Change 3233811 on 2016/12/13 by Mark.Satterthwaite Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. Change 3233854 on 2016/12/13 by Mark.Satterthwaite More information about texture type validation errors in Metal. Change 3234650 on 2016/12/14 by Rolando.Caloca DR - vk - Fix bad aspect on depth cubemaps Change 3234651 on 2016/12/14 by Rolando.Caloca DR - vk - Fix for 32 bit crash on dump layer Change 3234813 on 2016/12/14 by Guillaume.Abadie Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3235047 on 2016/12/14 by Uriel.Doyon Refactored HLOD texture streaming strategy to separate forced load from visibility. Added an incremental update in the last stage of the texture streaming update load to clear any pending work. Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything. Change 3235317 on 2016/12/14 by Uriel.Doyon Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo. Change 3235431 on 2016/12/14 by Rolando.Caloca DR - Fix for Vulkan drawing black Change 3236788 on 2016/12/15 by Mark.Satterthwaite Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. Change 3236850 on 2016/12/15 by Mark.Satterthwaite Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3237002 on 2016/12/15 by Benjamin.Hyder submitting updated TM-Shadermodels map Change 3237312 on 2016/12/15 by Rolando.Caloca DR - Change more macros to lambdas Change 3237394 on 2016/12/15 by Mark.Satterthwaite Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3237490 on 2016/12/15 by Daniel.Wright Fixed ULandscapeComponent::GetUsedMaterials Change 3237597 on 2016/12/15 by Ben.Woodhouse Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. Change 3237654 on 2016/12/15 by Daniel.Wright Non-editor compile fix Change 3238229 on 2016/12/16 by Rolando.Caloca DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it Change 3238236 on 2016/12/16 by Rolando.Caloca DR - Compile fixes Change 3238280 on 2016/12/16 by Marc.Olano Small optimization to Lanczos-3 upsample shader code. Change 3238321 on 2016/12/16 by Rolando.Caloca DR - Compile fix Change 3238331 on 2016/12/16 by Rolando.Caloca DR - compile fix Change 3238495 on 2016/12/16 by Marc.Olano Replace TEA random number generator with PCG. Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled. Change 3238496 on 2016/12/16 by Marc.Olano Tone mapping fix for OR-31752, cherry picked from Orion 3208273 Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance. Change 3238520 on 2016/12/16 by Rolando.Caloca DR - CIS Fix Change 3238571 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3238605 on 2016/12/16 by Daniel.Wright Sharing IndirectLightingCacheTextureSampler samplers Change 3238626 on 2016/12/16 by Daniel.Wright Ray Traced Distance Field Shadow optimizations * Tighter light space tile culling * Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance * Depth bounds test on upsample * Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality * RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes Change 3238652 on 2016/12/16 by Rolando.Caloca DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead Change 3238855 on 2016/12/16 by Rolando.Caloca DR - Added FRHITexture2D GetSizeXY Change 3238881 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3239008 on 2016/12/16 by Arne.Schober DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands Change 3239012 on 2016/12/16 by Arne.Schober DR - missing file Change 3239255 on 2016/12/17 by Rolando.Caloca DR - Remove shader clears from D3D11 Change 3239690 on 2016/12/19 by Rolando.Caloca DR - vk - Misc fixes from 1.0.37.00 SDK warnings Change 3239964 on 2016/12/19 by Rolando.Caloca DR - Fix click on editor not showing selected Change 3239995 on 2016/12/19 by Rolando.Caloca DR - Enable dist field on GL4 & Vulkan SM5 Change 3240162 on 2016/12/19 by Daniel.Wright Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code Change 3240163 on 2016/12/19 by Daniel.Wright Distance field self shadowing controls for hiding world position offset self-shadow artifacts * Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows * Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground Change 3240271 on 2016/12/19 by Daniel.Wright Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers. Change 3240282 on 2016/12/19 by Rolando.Caloca DR - Proper fix for hit proxies clear - Added missing stencil ref to DrawClearQuad Change 3240316 on 2016/12/19 by Rolando.Caloca DR - vk - Fixed some new 1.0.37.0 warnings Change 3240354 on 2016/12/19 by Rolando.Caloca DR - Dev shaders on sm4/5 Change 3240759 on 2016/12/20 by Rolando.Caloca DR - Fix bad crc on GL element declarations Change 3240895 on 2016/12/20 by Rolando.Caloca DR - vk - Swapchain fixes Change 3241057 on 2016/12/20 by Rolando.Caloca DR - vk - Fix resize on desktop Change 3241112 on 2016/12/20 by Rolando.Caloca DR - vk - Fix 1.0.37.0 warnings - Ignore some warnings we know we can't fix Change 3241310 on 2016/12/20 by Rolando.Caloca DR - vk - Fix crash Change 3241417 on 2016/12/20 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios Change 3241990 on 2016/12/21 by Daniel.Wright Converted DistanceFieldVolume data to BulkData * FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s Change 3242005 on 2016/12/21 by Daniel.Wright Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity Change 3242295 on 2016/12/21 by Bob.Tellez Duplicating CL#3242294 from //Fortnite/Main #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3242487 on 2016/12/21 by Marcus.Wassmer Fix typo Change 3243091 on 2016/12/22 by Daniel.Wright Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS Change 3243161 on 2016/12/22 by Uriel.Doyon New async tasks for the streaming update. Optimizing the biggest frame cost. Change 3243179 on 2016/12/22 by Uriel.Doyon Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask Change 3243236 on 2016/12/22 by Daniel.Wright Fixed DFAO bilateral upsample * Depth buffer was being unbound due to lack of DepthRead_StencilNop Change 3243452 on 2016/12/23 by Ben.Woodhouse Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners #jira UE-35247 Change 3243512 on 2016/12/23 by Uriel.Doyon Improved task system for texture streaming. Change 3243742 on 2016/12/26 by Rolando.Caloca DR - vk - Fix UAV clears - Removed old validation layer - Print found device layers Change 3243745 on 2016/12/27 by Rolando.Caloca DR - vk - Fix for texture cube arrays - Warning for ClearUAVs Change 3243762 on 2016/12/27 by Rolando.Caloca DR - vk - Always use pipeline cache Change 3244450 on 2016/12/31 by Rolando.Caloca DR - vk - Pre reqs for separate transfer queue Change 3244453 on 2016/12/31 by Rolando.Caloca DR - vk - Win32 compile fix Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3244757 on 2017/01/03 by Marcus.Wassmer Niagara is still experimental in non-task branches. Change 3245059 on 2017/01/03 by Benjamin.Hyder Submitting TM-TrigNodes map Change 3245500 on 2017/01/03 by Olaf.Piesche Compile fix #1 for post-merge problems Change 3245572 on 2017/01/03 by Olaf.Piesche (Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool. Change 3245683 on 2017/01/03 by Marcus.Wassmer Fix some niagara warnings Change 3245732 on 2017/01/03 by Marcus.Wassmer Fix Niagara compile on clang platforms. Fix a few warnings / static analysis things as well. Change 3246403 on 2017/01/04 by Rolando.Caloca DR - vk - Fix bogus warning Change 3246432 on 2017/01/04 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering) Change 3246538 on 2017/01/04 by Rolando.Caloca DR - vk - Show hitch time for compute psos Change 3246580 on 2017/01/04 by Rolando.Caloca DR - vk - compile fix Change 3246610 on 2017/01/04 by Rolando.Caloca DR - Compute PSO pre reqs Change 3246707 on 2017/01/04 by Marcus.Wassmer Add missing integer operations to UnrealMathDirectX.h Change 3246786 on 2017/01/04 by Marcus.Wassmer Avoid public dependency build errors. Should probably just remove the DDCUtils module instead Change 3246828 on 2017/01/04 by Olaf.Piesche UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view. Change 3247026 on 2017/01/04 by Rolando.Caloca DR - Remove CrossCompilerTool as it's not required anymore Change 3247086 on 2017/01/04 by Marcus.Wassmer Remove includes for Core.h monolithic header Change 3247227 on 2017/01/04 by Marcus.Wassmer Fix typo and compile errors. Change 3247228 on 2017/01/04 by Marcus.Wassmer Use crossplatform intrinsics Change 3247229 on 2017/01/04 by Marcus.Wassmer Implement missing integer NEON operations. Change NEON vectorint to match name and sign from other platforms Change 3247245 on 2017/01/04 by Marcus.Wassmer Fixing various warnings/errors from clang platforms (Mac/Linux) Change 3247331 on 2017/01/04 by Marcus.Wassmer More Mac/clang fixes Change 3247958 on 2017/01/05 by Marcus.Wassmer VectorInt < - > Float ops should be conversions not reinterpret cast Change 3247959 on 2017/01/05 by Marcus.Wassmer Add missing ops to non-vector header Change 3247964 on 2017/01/05 by Rolando.Caloca DR - Temp fix for crash #jira UE-40211 Change 3248067 on 2017/01/05 by Rolando.Caloca DR - Static analysis fixes #jira UE-40167 Change 3248284 on 2017/01/05 by Rolando.Caloca DR - Linuix Compile fix #jira UE-40260 Change 3248288 on 2017/01/05 by Rolando.Caloca DR - Linux compile fix #jira UE-40264 Change 3248399 on 2017/01/05 by Brian.Karis Filtered importance sampling for envmap prefiltering. Fixed SSR on clearcoat with skylight only. Change 3248503 on 2017/01/05 by Rolando.Caloca DR - Linux fixes #jira UE-40264 Change 3248666 on 2017/01/05 by Brian.Karis Fix GL compile error Change 3248740 on 2017/01/05 by Marcus.Wassmer Fix linux and clang errors/warnings Change 3248851 on 2017/01/05 by Marcus.Wassmer Simplest fix for ES2 compile errors Change 3249217 on 2017/01/06 by Simon.Tovey Speculative fix for static analysis warning Change 3249296 on 2017/01/06 by Ben.Woodhouse XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3249300 on 2017/01/06 by Ben.Woodhouse Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296 Change 3249387 on 2017/01/06 by Rolando.Caloca DR - Fix GL clear issues #jira UE-40254 Change 3249435 on 2017/01/06 by Ben.Woodhouse Duplicated from UT CL 3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 Change 3249721 on 2017/01/06 by Marcus.Wassmer Remove final references to non-existent Niagara data Change 3249742 on 2017/01/06 by Marcus.Wassmer Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. [CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
GraphPanelPinFactory->RegisterTypePin(FNiagaraTypeDefinition::GetGenericNumericStruct(), FNiagaraScriptGraphPanelPinFactory::FCreateGraphPin::CreateLambda(
[](UEdGraphPin* GraphPin) -> TSharedRef<SGraphPin> { return SNew(SNiagaraGraphPinNumeric, GraphPin); }));
// TODO: Don't register this here.
GraphPanelPinFactory->RegisterMiscSubCategoryPin(UNiagaraNodeWithDynamicPins::AddPinSubCategory, FNiagaraScriptGraphPanelPinFactory::FCreateGraphPin::CreateLambda(
[](UEdGraphPin* GraphPin) -> TSharedRef<SGraphPin> { return SNew(SNiagaraGraphPinAdd, GraphPin); }));
RegisterTypeUtilities(FNiagaraTypeDefinition::GetFloatDef(), MakeShareable(new FNiagaraEditorFloatTypeUtilities()));
RegisterTypeUtilities(FNiagaraTypeDefinition::GetIntDef(), MakeShareable(new FNiagaraIntegerTypeEditorUtilities()));
RegisterTypeUtilities(FNiagaraTypeDefinition::GetBoolDef(), MakeShareable(new FNiagaraEditorBoolTypeUtilities()));
RegisterTypeUtilities(FNiagaraTypeDefinition::GetVec2Def(), MakeShareable(new FNiagaraEditorVector2TypeUtilities()));
RegisterTypeUtilities(FNiagaraTypeDefinition::GetVec3Def(), MakeShareable(new FNiagaraEditorVector3TypeUtilities()));
RegisterTypeUtilities(FNiagaraTypeDefinition::GetVec4Def(), MakeShareable(new FNiagaraEditorVector4TypeUtilities()));
RegisterTypeUtilities(FNiagaraTypeDefinition::GetColorDef(), MakeShareable(new FNiagaraEditorColorTypeUtilities()));
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
RegisterTypeUtilities(FNiagaraTypeDefinition(UNiagaraDataInterfaceCurve::StaticClass()), MakeShared<FNiagaraDataInterfaceCurveTypeEditorUtilities>());
RegisterTypeUtilities(FNiagaraTypeDefinition(UNiagaraDataInterfaceVectorCurve::StaticClass()), MakeShared<FNiagaraDataInterfaceVectorCurveTypeEditorUtilities>());
RegisterTypeUtilities(FNiagaraTypeDefinition(UNiagaraDataInterfaceColorCurve::StaticClass()), MakeShared<FNiagaraDataInterfaceColorCurveTypeEditorUtilities>());
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3232283 on 2016/12/13 by Ben.Woodhouse D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3232641 on 2016/12/13 by Mark.Satterthwaite - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. Change 3232661 on 2016/12/13 by Mark.Satterthwaite Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later. Change 3232759 on 2016/12/13 by Ben.Woodhouse Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html Change 3232803 on 2016/12/13 by Ben.Marsh Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well. Change 3232836 on 2016/12/13 by Ben.Marsh Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs. Change 3232974 on 2016/12/13 by Rolando.Caloca DR - Refactor common code to UWorld::RecreateScene #jira UE-36719 PR #2824 Change 3232976 on 2016/12/13 by Ben.Marsh Add missing dependency on tools node for Mac cooks. Need to compile SCW first. Change 3233289 on 2016/12/13 by Olaf.Piesche Fixing potentially broken spot/point light fade with old content; initialize new properties properly Change 3233811 on 2016/12/13 by Mark.Satterthwaite Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. Change 3233854 on 2016/12/13 by Mark.Satterthwaite More information about texture type validation errors in Metal. Change 3234650 on 2016/12/14 by Rolando.Caloca DR - vk - Fix bad aspect on depth cubemaps Change 3234651 on 2016/12/14 by Rolando.Caloca DR - vk - Fix for 32 bit crash on dump layer Change 3234813 on 2016/12/14 by Guillaume.Abadie Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3235047 on 2016/12/14 by Uriel.Doyon Refactored HLOD texture streaming strategy to separate forced load from visibility. Added an incremental update in the last stage of the texture streaming update load to clear any pending work. Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything. Change 3235317 on 2016/12/14 by Uriel.Doyon Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo. Change 3235431 on 2016/12/14 by Rolando.Caloca DR - Fix for Vulkan drawing black Change 3236788 on 2016/12/15 by Mark.Satterthwaite Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. Change 3236850 on 2016/12/15 by Mark.Satterthwaite Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3237002 on 2016/12/15 by Benjamin.Hyder submitting updated TM-Shadermodels map Change 3237312 on 2016/12/15 by Rolando.Caloca DR - Change more macros to lambdas Change 3237394 on 2016/12/15 by Mark.Satterthwaite Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3237490 on 2016/12/15 by Daniel.Wright Fixed ULandscapeComponent::GetUsedMaterials Change 3237597 on 2016/12/15 by Ben.Woodhouse Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. Change 3237654 on 2016/12/15 by Daniel.Wright Non-editor compile fix Change 3238229 on 2016/12/16 by Rolando.Caloca DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it Change 3238236 on 2016/12/16 by Rolando.Caloca DR - Compile fixes Change 3238280 on 2016/12/16 by Marc.Olano Small optimization to Lanczos-3 upsample shader code. Change 3238321 on 2016/12/16 by Rolando.Caloca DR - Compile fix Change 3238331 on 2016/12/16 by Rolando.Caloca DR - compile fix Change 3238495 on 2016/12/16 by Marc.Olano Replace TEA random number generator with PCG. Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled. Change 3238496 on 2016/12/16 by Marc.Olano Tone mapping fix for OR-31752, cherry picked from Orion 3208273 Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance. Change 3238520 on 2016/12/16 by Rolando.Caloca DR - CIS Fix Change 3238571 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3238605 on 2016/12/16 by Daniel.Wright Sharing IndirectLightingCacheTextureSampler samplers Change 3238626 on 2016/12/16 by Daniel.Wright Ray Traced Distance Field Shadow optimizations * Tighter light space tile culling * Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance * Depth bounds test on upsample * Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality * RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes Change 3238652 on 2016/12/16 by Rolando.Caloca DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead Change 3238855 on 2016/12/16 by Rolando.Caloca DR - Added FRHITexture2D GetSizeXY Change 3238881 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3239008 on 2016/12/16 by Arne.Schober DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands Change 3239012 on 2016/12/16 by Arne.Schober DR - missing file Change 3239255 on 2016/12/17 by Rolando.Caloca DR - Remove shader clears from D3D11 Change 3239690 on 2016/12/19 by Rolando.Caloca DR - vk - Misc fixes from 1.0.37.00 SDK warnings Change 3239964 on 2016/12/19 by Rolando.Caloca DR - Fix click on editor not showing selected Change 3239995 on 2016/12/19 by Rolando.Caloca DR - Enable dist field on GL4 & Vulkan SM5 Change 3240162 on 2016/12/19 by Daniel.Wright Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code Change 3240163 on 2016/12/19 by Daniel.Wright Distance field self shadowing controls for hiding world position offset self-shadow artifacts * Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows * Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground Change 3240271 on 2016/12/19 by Daniel.Wright Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers. Change 3240282 on 2016/12/19 by Rolando.Caloca DR - Proper fix for hit proxies clear - Added missing stencil ref to DrawClearQuad Change 3240316 on 2016/12/19 by Rolando.Caloca DR - vk - Fixed some new 1.0.37.0 warnings Change 3240354 on 2016/12/19 by Rolando.Caloca DR - Dev shaders on sm4/5 Change 3240759 on 2016/12/20 by Rolando.Caloca DR - Fix bad crc on GL element declarations Change 3240895 on 2016/12/20 by Rolando.Caloca DR - vk - Swapchain fixes Change 3241057 on 2016/12/20 by Rolando.Caloca DR - vk - Fix resize on desktop Change 3241112 on 2016/12/20 by Rolando.Caloca DR - vk - Fix 1.0.37.0 warnings - Ignore some warnings we know we can't fix Change 3241310 on 2016/12/20 by Rolando.Caloca DR - vk - Fix crash Change 3241417 on 2016/12/20 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios Change 3241990 on 2016/12/21 by Daniel.Wright Converted DistanceFieldVolume data to BulkData * FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s Change 3242005 on 2016/12/21 by Daniel.Wright Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity Change 3242295 on 2016/12/21 by Bob.Tellez Duplicating CL#3242294 from //Fortnite/Main #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3242487 on 2016/12/21 by Marcus.Wassmer Fix typo Change 3243091 on 2016/12/22 by Daniel.Wright Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS Change 3243161 on 2016/12/22 by Uriel.Doyon New async tasks for the streaming update. Optimizing the biggest frame cost. Change 3243179 on 2016/12/22 by Uriel.Doyon Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask Change 3243236 on 2016/12/22 by Daniel.Wright Fixed DFAO bilateral upsample * Depth buffer was being unbound due to lack of DepthRead_StencilNop Change 3243452 on 2016/12/23 by Ben.Woodhouse Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners #jira UE-35247 Change 3243512 on 2016/12/23 by Uriel.Doyon Improved task system for texture streaming. Change 3243742 on 2016/12/26 by Rolando.Caloca DR - vk - Fix UAV clears - Removed old validation layer - Print found device layers Change 3243745 on 2016/12/27 by Rolando.Caloca DR - vk - Fix for texture cube arrays - Warning for ClearUAVs Change 3243762 on 2016/12/27 by Rolando.Caloca DR - vk - Always use pipeline cache Change 3244450 on 2016/12/31 by Rolando.Caloca DR - vk - Pre reqs for separate transfer queue Change 3244453 on 2016/12/31 by Rolando.Caloca DR - vk - Win32 compile fix Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3244757 on 2017/01/03 by Marcus.Wassmer Niagara is still experimental in non-task branches. Change 3245059 on 2017/01/03 by Benjamin.Hyder Submitting TM-TrigNodes map Change 3245500 on 2017/01/03 by Olaf.Piesche Compile fix #1 for post-merge problems Change 3245572 on 2017/01/03 by Olaf.Piesche (Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool. Change 3245683 on 2017/01/03 by Marcus.Wassmer Fix some niagara warnings Change 3245732 on 2017/01/03 by Marcus.Wassmer Fix Niagara compile on clang platforms. Fix a few warnings / static analysis things as well. Change 3246403 on 2017/01/04 by Rolando.Caloca DR - vk - Fix bogus warning Change 3246432 on 2017/01/04 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering) Change 3246538 on 2017/01/04 by Rolando.Caloca DR - vk - Show hitch time for compute psos Change 3246580 on 2017/01/04 by Rolando.Caloca DR - vk - compile fix Change 3246610 on 2017/01/04 by Rolando.Caloca DR - Compute PSO pre reqs Change 3246707 on 2017/01/04 by Marcus.Wassmer Add missing integer operations to UnrealMathDirectX.h Change 3246786 on 2017/01/04 by Marcus.Wassmer Avoid public dependency build errors. Should probably just remove the DDCUtils module instead Change 3246828 on 2017/01/04 by Olaf.Piesche UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view. Change 3247026 on 2017/01/04 by Rolando.Caloca DR - Remove CrossCompilerTool as it's not required anymore Change 3247086 on 2017/01/04 by Marcus.Wassmer Remove includes for Core.h monolithic header Change 3247227 on 2017/01/04 by Marcus.Wassmer Fix typo and compile errors. Change 3247228 on 2017/01/04 by Marcus.Wassmer Use crossplatform intrinsics Change 3247229 on 2017/01/04 by Marcus.Wassmer Implement missing integer NEON operations. Change NEON vectorint to match name and sign from other platforms Change 3247245 on 2017/01/04 by Marcus.Wassmer Fixing various warnings/errors from clang platforms (Mac/Linux) Change 3247331 on 2017/01/04 by Marcus.Wassmer More Mac/clang fixes Change 3247958 on 2017/01/05 by Marcus.Wassmer VectorInt < - > Float ops should be conversions not reinterpret cast Change 3247959 on 2017/01/05 by Marcus.Wassmer Add missing ops to non-vector header Change 3247964 on 2017/01/05 by Rolando.Caloca DR - Temp fix for crash #jira UE-40211 Change 3248067 on 2017/01/05 by Rolando.Caloca DR - Static analysis fixes #jira UE-40167 Change 3248284 on 2017/01/05 by Rolando.Caloca DR - Linuix Compile fix #jira UE-40260 Change 3248288 on 2017/01/05 by Rolando.Caloca DR - Linux compile fix #jira UE-40264 Change 3248399 on 2017/01/05 by Brian.Karis Filtered importance sampling for envmap prefiltering. Fixed SSR on clearcoat with skylight only. Change 3248503 on 2017/01/05 by Rolando.Caloca DR - Linux fixes #jira UE-40264 Change 3248666 on 2017/01/05 by Brian.Karis Fix GL compile error Change 3248740 on 2017/01/05 by Marcus.Wassmer Fix linux and clang errors/warnings Change 3248851 on 2017/01/05 by Marcus.Wassmer Simplest fix for ES2 compile errors Change 3249217 on 2017/01/06 by Simon.Tovey Speculative fix for static analysis warning Change 3249296 on 2017/01/06 by Ben.Woodhouse XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3249300 on 2017/01/06 by Ben.Woodhouse Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296 Change 3249387 on 2017/01/06 by Rolando.Caloca DR - Fix GL clear issues #jira UE-40254 Change 3249435 on 2017/01/06 by Ben.Woodhouse Duplicated from UT CL 3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 Change 3249721 on 2017/01/06 by Marcus.Wassmer Remove final references to non-existent Niagara data Change 3249742 on 2017/01/06 by Marcus.Wassmer Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. [CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
FEdGraphUtilities::RegisterVisualPinFactory(GraphPanelPinFactory);
FNiagaraOpInfo::Init();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
// Register sequencer track editor
ISequencerModule &SequencerModule = FModuleManager::LoadModuleChecked<ISequencerModule>("Sequencer");
CreateEmitterTrackEditorHandle = SequencerModule.RegisterTrackEditor(FOnCreateTrackEditor::CreateStatic(&FNiagaraEmitterTrackEditor::CreateTrackEditor));
}
void FNiagaraEditorModule::ShutdownModule()
{
MenuExtensibilityManager.Reset();
ToolBarExtensibilityManager.Reset();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3109293) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3091951 on 2016/08/17 by Chris.Bunner (Duplicate) CL 3090919: Fixed edge case interactions in HLOD ray rejection logic in Lightmass. Change 3093162 on 2016/08/18 by Ben.Woodhouse Fix minor memory leak (missing delete of RT Heartbeat thread) Change 3093470 on 2016/08/18 by Ben.Woodhouse Fix minor leak in FMonitoredProcess - the Thread member would get leaked if the FMonitoredProcess was cancelled, because it gets NULLed without deleting it. Fix is to add a bool to keep track of whether the thread is running, rather than using the Thread pointer. Also fixes a race condition where the FMonitoredProcess::Thread member could get initialized after the thread had completed. This would cause IsRunning to never return false, even if the thread has completed, and the editor would hang on startup (this was fixed by setting bIsRunning to true before creating the thread) Change 3093698 on 2016/08/18 by Daniel.Wright Translucent lighting volume draw event cleanup Change 3093700 on 2016/08/18 by Daniel.Wright Clamp on box reflection capture transition distance visualizer Change 3093755 on 2016/08/18 by Ryan.Vance Merging stereo planar reflections from Odin. Change 3094060 on 2016/08/18 by Daniel.Wright Fully featured base pass reflection captures with blending and parallax correction * Used in the forward renderer when materials opt-in to 'High Quality Reflections' * Used in the deferred renderer for translucent 'Surface ForwardShading' materials * Reflection captures are culled to a frustum space grid using the same reverse linked-list method as lights in the forward renderer * Fixed grid culling in stereo / splitscreen * The ReflectionEnvironment compute shader used in the deferred path also uses the culled grid now which reduces its cost from .93ms -> .70ms on 970 GTX. PS4 cost is about the same. * Capsule indirect self-shadowing is now reduced in the forward path to match deferred, and both are controlled by r.CapsuleIndirectShadowSelfShadowIntensity * SetupHZB is now skipped when SSAO / SSR / HZB are all disabled Change 3094160 on 2016/08/18 by Daniel.Wright CIS fixes Change 3094899 on 2016/08/19 by Ben.Woodhouse Batching optimization for dragging components onto blueprints, reported on UDN. Adding 2300 static mesh actors now takes 3 seconds instead of 40 minutes. https://udn.unrealengine.com/questions/305821/suspected-rhi-uniform-buffer-leak-when-adding-stat.html #jira UE-34937 Change 3095256 on 2016/08/19 by Daniel.Wright Disabled ISR warning spamming CIS Change 3095468 on 2016/08/19 by Daniel.Wright Fixed refcounting on hit proxy render targets Change 3095470 on 2016/08/19 by Daniel.Wright Added bVisibleInReflectionCaptures to primitive component, which is useful for hiding objects too close to the capture point Change 3096274 on 2016/08/22 by Rolando.Caloca DR - vk - added missing BC4 Change 3096291 on 2016/08/22 by Rolando.Caloca DR - vk - Fix image views for some rendertarget formats - Fix ImageViews on sub mips Change 3096579 on 2016/08/22 by Rolando.Caloca DR - vk - Fix rendering for shaders with no descriptors Change 3096584 on 2016/08/22 by Rolando.Caloca DR - vk - Fix 3d texture update Change 3096813 on 2016/08/22 by Rolando.Caloca DR - Fix GL linking errors PR #2615 Change 3097062 on 2016/08/22 by Rolando.Caloca DR - vk - Added unified mem flag - Added Mip index into UAV - Switched compute descriptor set index 0 Change 3097065 on 2016/08/22 by Rolando.Caloca DR - vk - Framebuffer barriers now wait on STAGE_FRAGMENT_SHADER instead of STAGE_BOTTOM_OF_PIPE Change 3097084 on 2016/08/22 by Daniel.Wright Enabled r.VertexFoggingForOpaque by default to match other forward renderer choices (fast by default) Change 3097086 on 2016/08/22 by Rolando.Caloca DR - vk - Missed file Change 3097943 on 2016/08/23 by Rolando.Caloca DR - hlslcc - Remove duplicated definitions out into a common header Change 3098166 on 2016/08/23 by Rolando.Caloca DR - Custom Renderer callback after getting SceneColor Change 3098418 on 2016/08/23 by Olaf.Piesche Moving vertex factory dirtying to always happen in-editor for mesh emitters on dynamic data reinitialization; there are several cases in which this needs to happen (some material changes, mesh reimports...) which are difficult to track, so in-editor we just always recreate the mesh particle vertex factory with the dynamic data. #jira UE-34838 Change 3098448 on 2016/08/23 by Rolando.Caloca DR - vk - fixes for depth/stencil descriptors - Minor debug dump improvement Change 3098463 on 2016/08/23 by Daniel.Wright Static lights with MinRoughness = 1.0 don't get their source shapes drawn into reflection captures, since they are being used as virtual area lights Change 3098556 on 2016/08/23 by Daniel.Wright Lightmass area shadows only mark texels as mapped inside the light's influence, which fixes multiple stationary lights with bUseAreaShadowsForStationaryLight interfering. Change 3098672 on 2016/08/23 by Rolando.Caloca DR - vk - Fixed crash when using vertex shaders with no descriptors Change 3099173 on 2016/08/24 by Ben.Woodhouse Fixed various issues with subsurface profile, for checkerboard and non-checkerboard code paths - Re-enable non-checkerboard skin by default - Checkerboard issues fixed: - Emissive lighting was being applied twice due to not taking checkerboard pattern into account - Emissive lighting was modulated by basecolor in the recombine - Metallic materials were contributing specular lighting to the diffuse channel - Non-checkerboard fixes: - Fix write mask during SkyLightDiffuse so alpha is updated correctly - Metallic specular lighting was broken (specularColor was lerping to white instead of baseColor) - Optimisation: Fall back to default lit for pixels where the opacity is 0. - For non-checkerboard, this gives better handling of metallic/emissive for pixels where SSS is not required (non-CB RGBA encoding for diffuse/spec doesn't cope well with colored specular or emissive) - For checkerboard, this gives similar results in terms of shading, but we get full-resolution shading on non SSS pixels #jira UE-34561 Change 3099673 on 2016/08/24 by Daniel.Wright Removed unused reflection shape variables Change 3099674 on 2016/08/24 by Daniel.Wright Fixed translucent materials not working in DrawMaterialToRenderTarget (fallout from cl 3089208) Fixed ensure with FRendererModule::DrawTile in the forward renderer, trying to bind light attenuation texture Change 3099700 on 2016/08/24 by Daniel.Wright Disabled log spam when a Rift is connected but not being used Change 3099730 on 2016/08/24 by Daniel.Wright MSAA depth resolve uses depth of closest surface, hides some artifacts with dynamic shadowing against the skybox Change 3099789 on 2016/08/24 by Brian.Karis FloatRGB is now always supported. If 11:11:10 isn't supported by hardware this format by definition will map to a different format meaning it is always supported. Change 3099987 on 2016/08/24 by Daniel.Wright Fixed light grid debug asserts on PS4 * Always creating the local light buffer, even if it won't be used by the shader * Transition ViewState FRWBuffers to writable at the beginning of a new frame Change 3100120 on 2016/08/24 by Rolando.Caloca DR - vk - Use 256MB pages for GPU memory Change 3100151 on 2016/08/24 by Daniel.Wright PS4 gracefully falls back to Temporal AA when MSAA is requested, as the GNM RHI doesn't support MSAA yet Change 3100302 on 2016/08/24 by Rolando.Caloca DR - vk - Mem system changes - Now allocates a readback heap from GPU->CPU - Removed bad total memory on heap/type - Added fallback to another mem type if it's OOM Change 3101110 on 2016/08/25 by Rolando.Caloca DR - vk - Remove r.Vulkan.UseGLSL Change 3101121 on 2016/08/25 by Rolando.Caloca DR - vk - Initial support for HiResShot Change 3101450 on 2016/08/25 by Rolando.Caloca DR - vk - Remove imagelayout from textures; renamed a method for clarity Change 3101462 on 2016/08/25 by Daniel.Wright Planar reflections no longer update GPU particles, fixes Scene Depth particle collision Change 3101525 on 2016/08/25 by Frank.Fella Niagara - Remove public include modules from niagara, and remove the public include dependency on niagara from UnrealEd, and fix up fallout. Change 3101613 on 2016/08/25 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3101686 on 2016/08/25 by Frank.Fella Niagara - Move asset type actions into the niagara module. Change 3101865 on 2016/08/25 by Rolando.Caloca DR - vk - Fix compile issue when enabling dump layer Change 3101946 on 2016/08/25 by Frank.Fella Orion - Fix include error caused by niagara include fixup. Change 3101999 on 2016/08/25 by Frank.Fella Fortnite - Fix include error caused by niagara include fixup. Change 3102035 on 2016/08/25 by Frank.Fella Ocean - Fix include error caused by niagara include fixup. Change 3102047 on 2016/08/25 by Frank.Fella UnrealTournament - Fix include error caused by niagara include fixup. Change 3102627 on 2016/08/26 by Frank.Fella Niagara - Move stats group declaration to the niagara module and move the stats declarations in the niagara module into the cpp files. Change 3102654 on 2016/08/26 by Ben.Woodhouse Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators #jira UE-33424 Change 3102780 on 2016/08/26 by Ben.Woodhouse Make shadow culling take FOV into account, via LODDistanceFactor Also set the LODDistanceFactorSquared member of the view, which was previously uninitialized #jira UE-33873 Change 3102930 on 2016/08/26 by Rolando.Caloca DR - vk - Do not require backbuffer at start, like Metal Change 3103061 on 2016/08/26 by Rolando.Caloca DR - vk - More debug dump to help track down issues Change 3103143 on 2016/08/26 by Rolando.Caloca DR - vk - Added partial image view for each texture for Depth/Stencil - Removed some unused members from textures Change 3104162 on 2016/08/29 by Gil.Gribb Merging //UE4/Dev-Main@3104155 to Dev-Rendering (//UE4/Dev-Rendering) Change 3104491 on 2016/08/29 by Rolando.Caloca DR - vk - Fix merge issue Change 3104500 on 2016/08/29 by Rolando.Caloca DR - Rebuilt hlslcc libs after merge Change 3104978 on 2016/08/29 by John.Billon -Moved Particle Cutouts to the Required Module -Pre-existing SubUVAnimation data is automatically moved to required on Init. -Added Default Particle Cutouts project setting that will attempt to find and use a texture on a particle's material for a cutout by default. Change 3105249 on 2016/08/29 by John.Billon Fixing non-editor compile error. Change 3105326 on 2016/08/29 by Zabir.Hoque SIMD Movie Player on XB1 Change 3105813 on 2016/08/30 by John.Billon Fixing static analysis warning. Change 3106322 on 2016/08/30 by Matt.Kuhlenschmidt Removed duplicated view uniform shader parameters initialization between slate and scene rendering. Moved all the duped initialization into a single shared method. The shared method should be where new parameters are initialized if they are required for the view to work properly. Change 3106350 on 2016/08/30 by Rolando.Caloca DR - vk - Added missing texture formats - Added texture debug name Change 3106547 on 2016/08/30 by Rolando.Caloca DR - Added ESimpleRenderTargetMode::EExistingColorAndClearDepth Change 3106631 on 2016/08/30 by Uriel.Doyon Dirty Texture Streaming Build do not dirty maps anymore. #jira UE-35241 Change 3106919 on 2016/08/30 by Rolando.Caloca DR - Temp workaround to get Vulkan up & running, might require hlslcc fix Change 3106974 on 2016/08/30 by Uriel.Doyon Changed lightmass exports version from GUID to INT in order to shorten filenames. Change 3106988 on 2016/08/30 by Uriel.Doyon New project specific config value r.Streaming.CheckBuildStatus used to specify whether the engine should check if the "Texture Streaming Build" is dirty (false by default). #jira UE-35227 Change 3107927 on 2016/08/31 by John.Billon -Duplicating OpenGL4 ClearUAV Implementation from 4.13 -Fixed uav clear format. #Jira UE-35345 Change 3108095 on 2016/08/31 by Marc.Olano Restore initialization of noise textures, accidentally removed in @3106322 #jira UE-35369 Change 3108557 on 2016/08/31 by John.Billon Fixing HTML5 compile error [CL 3109297 by Gil Gribb in Main branch]
2016-08-31 21:22:32 -04:00
if (FModuleManager::Get().IsModuleLoaded("AssetTools"))
{
IAssetTools& AssetTools = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools").Get();
for (auto CreatedAssetTypeAction : CreatedAssetTypeActions)
{
AssetTools.UnregisterAssetTypeActions(CreatedAssetTypeAction.ToSharedRef());
}
}
CreatedAssetTypeActions.Empty();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
UNiagaraSettings::OnSettingsChanged().RemoveAll(this);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3232283 on 2016/12/13 by Ben.Woodhouse D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3232641 on 2016/12/13 by Mark.Satterthwaite - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. Change 3232661 on 2016/12/13 by Mark.Satterthwaite Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later. Change 3232759 on 2016/12/13 by Ben.Woodhouse Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html Change 3232803 on 2016/12/13 by Ben.Marsh Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well. Change 3232836 on 2016/12/13 by Ben.Marsh Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs. Change 3232974 on 2016/12/13 by Rolando.Caloca DR - Refactor common code to UWorld::RecreateScene #jira UE-36719 PR #2824 Change 3232976 on 2016/12/13 by Ben.Marsh Add missing dependency on tools node for Mac cooks. Need to compile SCW first. Change 3233289 on 2016/12/13 by Olaf.Piesche Fixing potentially broken spot/point light fade with old content; initialize new properties properly Change 3233811 on 2016/12/13 by Mark.Satterthwaite Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. Change 3233854 on 2016/12/13 by Mark.Satterthwaite More information about texture type validation errors in Metal. Change 3234650 on 2016/12/14 by Rolando.Caloca DR - vk - Fix bad aspect on depth cubemaps Change 3234651 on 2016/12/14 by Rolando.Caloca DR - vk - Fix for 32 bit crash on dump layer Change 3234813 on 2016/12/14 by Guillaume.Abadie Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3235047 on 2016/12/14 by Uriel.Doyon Refactored HLOD texture streaming strategy to separate forced load from visibility. Added an incremental update in the last stage of the texture streaming update load to clear any pending work. Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything. Change 3235317 on 2016/12/14 by Uriel.Doyon Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo. Change 3235431 on 2016/12/14 by Rolando.Caloca DR - Fix for Vulkan drawing black Change 3236788 on 2016/12/15 by Mark.Satterthwaite Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. Change 3236850 on 2016/12/15 by Mark.Satterthwaite Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3237002 on 2016/12/15 by Benjamin.Hyder submitting updated TM-Shadermodels map Change 3237312 on 2016/12/15 by Rolando.Caloca DR - Change more macros to lambdas Change 3237394 on 2016/12/15 by Mark.Satterthwaite Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3237490 on 2016/12/15 by Daniel.Wright Fixed ULandscapeComponent::GetUsedMaterials Change 3237597 on 2016/12/15 by Ben.Woodhouse Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. Change 3237654 on 2016/12/15 by Daniel.Wright Non-editor compile fix Change 3238229 on 2016/12/16 by Rolando.Caloca DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it Change 3238236 on 2016/12/16 by Rolando.Caloca DR - Compile fixes Change 3238280 on 2016/12/16 by Marc.Olano Small optimization to Lanczos-3 upsample shader code. Change 3238321 on 2016/12/16 by Rolando.Caloca DR - Compile fix Change 3238331 on 2016/12/16 by Rolando.Caloca DR - compile fix Change 3238495 on 2016/12/16 by Marc.Olano Replace TEA random number generator with PCG. Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled. Change 3238496 on 2016/12/16 by Marc.Olano Tone mapping fix for OR-31752, cherry picked from Orion 3208273 Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance. Change 3238520 on 2016/12/16 by Rolando.Caloca DR - CIS Fix Change 3238571 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3238605 on 2016/12/16 by Daniel.Wright Sharing IndirectLightingCacheTextureSampler samplers Change 3238626 on 2016/12/16 by Daniel.Wright Ray Traced Distance Field Shadow optimizations * Tighter light space tile culling * Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance * Depth bounds test on upsample * Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality * RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes Change 3238652 on 2016/12/16 by Rolando.Caloca DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead Change 3238855 on 2016/12/16 by Rolando.Caloca DR - Added FRHITexture2D GetSizeXY Change 3238881 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3239008 on 2016/12/16 by Arne.Schober DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands Change 3239012 on 2016/12/16 by Arne.Schober DR - missing file Change 3239255 on 2016/12/17 by Rolando.Caloca DR - Remove shader clears from D3D11 Change 3239690 on 2016/12/19 by Rolando.Caloca DR - vk - Misc fixes from 1.0.37.00 SDK warnings Change 3239964 on 2016/12/19 by Rolando.Caloca DR - Fix click on editor not showing selected Change 3239995 on 2016/12/19 by Rolando.Caloca DR - Enable dist field on GL4 & Vulkan SM5 Change 3240162 on 2016/12/19 by Daniel.Wright Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code Change 3240163 on 2016/12/19 by Daniel.Wright Distance field self shadowing controls for hiding world position offset self-shadow artifacts * Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows * Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground Change 3240271 on 2016/12/19 by Daniel.Wright Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers. Change 3240282 on 2016/12/19 by Rolando.Caloca DR - Proper fix for hit proxies clear - Added missing stencil ref to DrawClearQuad Change 3240316 on 2016/12/19 by Rolando.Caloca DR - vk - Fixed some new 1.0.37.0 warnings Change 3240354 on 2016/12/19 by Rolando.Caloca DR - Dev shaders on sm4/5 Change 3240759 on 2016/12/20 by Rolando.Caloca DR - Fix bad crc on GL element declarations Change 3240895 on 2016/12/20 by Rolando.Caloca DR - vk - Swapchain fixes Change 3241057 on 2016/12/20 by Rolando.Caloca DR - vk - Fix resize on desktop Change 3241112 on 2016/12/20 by Rolando.Caloca DR - vk - Fix 1.0.37.0 warnings - Ignore some warnings we know we can't fix Change 3241310 on 2016/12/20 by Rolando.Caloca DR - vk - Fix crash Change 3241417 on 2016/12/20 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios Change 3241990 on 2016/12/21 by Daniel.Wright Converted DistanceFieldVolume data to BulkData * FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s Change 3242005 on 2016/12/21 by Daniel.Wright Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity Change 3242295 on 2016/12/21 by Bob.Tellez Duplicating CL#3242294 from //Fortnite/Main #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3242487 on 2016/12/21 by Marcus.Wassmer Fix typo Change 3243091 on 2016/12/22 by Daniel.Wright Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS Change 3243161 on 2016/12/22 by Uriel.Doyon New async tasks for the streaming update. Optimizing the biggest frame cost. Change 3243179 on 2016/12/22 by Uriel.Doyon Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask Change 3243236 on 2016/12/22 by Daniel.Wright Fixed DFAO bilateral upsample * Depth buffer was being unbound due to lack of DepthRead_StencilNop Change 3243452 on 2016/12/23 by Ben.Woodhouse Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners #jira UE-35247 Change 3243512 on 2016/12/23 by Uriel.Doyon Improved task system for texture streaming. Change 3243742 on 2016/12/26 by Rolando.Caloca DR - vk - Fix UAV clears - Removed old validation layer - Print found device layers Change 3243745 on 2016/12/27 by Rolando.Caloca DR - vk - Fix for texture cube arrays - Warning for ClearUAVs Change 3243762 on 2016/12/27 by Rolando.Caloca DR - vk - Always use pipeline cache Change 3244450 on 2016/12/31 by Rolando.Caloca DR - vk - Pre reqs for separate transfer queue Change 3244453 on 2016/12/31 by Rolando.Caloca DR - vk - Win32 compile fix Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3244757 on 2017/01/03 by Marcus.Wassmer Niagara is still experimental in non-task branches. Change 3245059 on 2017/01/03 by Benjamin.Hyder Submitting TM-TrigNodes map Change 3245500 on 2017/01/03 by Olaf.Piesche Compile fix #1 for post-merge problems Change 3245572 on 2017/01/03 by Olaf.Piesche (Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool. Change 3245683 on 2017/01/03 by Marcus.Wassmer Fix some niagara warnings Change 3245732 on 2017/01/03 by Marcus.Wassmer Fix Niagara compile on clang platforms. Fix a few warnings / static analysis things as well. Change 3246403 on 2017/01/04 by Rolando.Caloca DR - vk - Fix bogus warning Change 3246432 on 2017/01/04 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering) Change 3246538 on 2017/01/04 by Rolando.Caloca DR - vk - Show hitch time for compute psos Change 3246580 on 2017/01/04 by Rolando.Caloca DR - vk - compile fix Change 3246610 on 2017/01/04 by Rolando.Caloca DR - Compute PSO pre reqs Change 3246707 on 2017/01/04 by Marcus.Wassmer Add missing integer operations to UnrealMathDirectX.h Change 3246786 on 2017/01/04 by Marcus.Wassmer Avoid public dependency build errors. Should probably just remove the DDCUtils module instead Change 3246828 on 2017/01/04 by Olaf.Piesche UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view. Change 3247026 on 2017/01/04 by Rolando.Caloca DR - Remove CrossCompilerTool as it's not required anymore Change 3247086 on 2017/01/04 by Marcus.Wassmer Remove includes for Core.h monolithic header Change 3247227 on 2017/01/04 by Marcus.Wassmer Fix typo and compile errors. Change 3247228 on 2017/01/04 by Marcus.Wassmer Use crossplatform intrinsics Change 3247229 on 2017/01/04 by Marcus.Wassmer Implement missing integer NEON operations. Change NEON vectorint to match name and sign from other platforms Change 3247245 on 2017/01/04 by Marcus.Wassmer Fixing various warnings/errors from clang platforms (Mac/Linux) Change 3247331 on 2017/01/04 by Marcus.Wassmer More Mac/clang fixes Change 3247958 on 2017/01/05 by Marcus.Wassmer VectorInt < - > Float ops should be conversions not reinterpret cast Change 3247959 on 2017/01/05 by Marcus.Wassmer Add missing ops to non-vector header Change 3247964 on 2017/01/05 by Rolando.Caloca DR - Temp fix for crash #jira UE-40211 Change 3248067 on 2017/01/05 by Rolando.Caloca DR - Static analysis fixes #jira UE-40167 Change 3248284 on 2017/01/05 by Rolando.Caloca DR - Linuix Compile fix #jira UE-40260 Change 3248288 on 2017/01/05 by Rolando.Caloca DR - Linux compile fix #jira UE-40264 Change 3248399 on 2017/01/05 by Brian.Karis Filtered importance sampling for envmap prefiltering. Fixed SSR on clearcoat with skylight only. Change 3248503 on 2017/01/05 by Rolando.Caloca DR - Linux fixes #jira UE-40264 Change 3248666 on 2017/01/05 by Brian.Karis Fix GL compile error Change 3248740 on 2017/01/05 by Marcus.Wassmer Fix linux and clang errors/warnings Change 3248851 on 2017/01/05 by Marcus.Wassmer Simplest fix for ES2 compile errors Change 3249217 on 2017/01/06 by Simon.Tovey Speculative fix for static analysis warning Change 3249296 on 2017/01/06 by Ben.Woodhouse XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3249300 on 2017/01/06 by Ben.Woodhouse Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296 Change 3249387 on 2017/01/06 by Rolando.Caloca DR - Fix GL clear issues #jira UE-40254 Change 3249435 on 2017/01/06 by Ben.Woodhouse Duplicated from UT CL 3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 Change 3249721 on 2017/01/06 by Marcus.Wassmer Remove final references to non-existent Niagara data Change 3249742 on 2017/01/06 by Marcus.Wassmer Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. [CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
if (FModuleManager::Get().IsModuleLoaded("PropertyEditor"))
{
FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyModule.UnregisterCustomClassLayout("NiagaraComponent");
}
FNiagaraEditorStyle::Shutdown();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
ISequencerModule* SequencerModule = FModuleManager::GetModulePtr<ISequencerModule>("Sequencer");
if (SequencerModule != nullptr)
{
SequencerModule->UnRegisterTrackEditor(CreateEmitterTrackEditorHandle);
}
// Verify that we've cleaned up all the view models in the world.
FNiagaraScriptViewModel::CleanAll();
FNiagaraEffectViewModel::CleanAll();
FNiagaraEmitterViewModel::CleanAll();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3232283 on 2016/12/13 by Ben.Woodhouse D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3232641 on 2016/12/13 by Mark.Satterthwaite - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. Change 3232661 on 2016/12/13 by Mark.Satterthwaite Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later. Change 3232759 on 2016/12/13 by Ben.Woodhouse Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html Change 3232803 on 2016/12/13 by Ben.Marsh Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well. Change 3232836 on 2016/12/13 by Ben.Marsh Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs. Change 3232974 on 2016/12/13 by Rolando.Caloca DR - Refactor common code to UWorld::RecreateScene #jira UE-36719 PR #2824 Change 3232976 on 2016/12/13 by Ben.Marsh Add missing dependency on tools node for Mac cooks. Need to compile SCW first. Change 3233289 on 2016/12/13 by Olaf.Piesche Fixing potentially broken spot/point light fade with old content; initialize new properties properly Change 3233811 on 2016/12/13 by Mark.Satterthwaite Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. Change 3233854 on 2016/12/13 by Mark.Satterthwaite More information about texture type validation errors in Metal. Change 3234650 on 2016/12/14 by Rolando.Caloca DR - vk - Fix bad aspect on depth cubemaps Change 3234651 on 2016/12/14 by Rolando.Caloca DR - vk - Fix for 32 bit crash on dump layer Change 3234813 on 2016/12/14 by Guillaume.Abadie Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3235047 on 2016/12/14 by Uriel.Doyon Refactored HLOD texture streaming strategy to separate forced load from visibility. Added an incremental update in the last stage of the texture streaming update load to clear any pending work. Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything. Change 3235317 on 2016/12/14 by Uriel.Doyon Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo. Change 3235431 on 2016/12/14 by Rolando.Caloca DR - Fix for Vulkan drawing black Change 3236788 on 2016/12/15 by Mark.Satterthwaite Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. Change 3236850 on 2016/12/15 by Mark.Satterthwaite Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3237002 on 2016/12/15 by Benjamin.Hyder submitting updated TM-Shadermodels map Change 3237312 on 2016/12/15 by Rolando.Caloca DR - Change more macros to lambdas Change 3237394 on 2016/12/15 by Mark.Satterthwaite Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3237490 on 2016/12/15 by Daniel.Wright Fixed ULandscapeComponent::GetUsedMaterials Change 3237597 on 2016/12/15 by Ben.Woodhouse Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. Change 3237654 on 2016/12/15 by Daniel.Wright Non-editor compile fix Change 3238229 on 2016/12/16 by Rolando.Caloca DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it Change 3238236 on 2016/12/16 by Rolando.Caloca DR - Compile fixes Change 3238280 on 2016/12/16 by Marc.Olano Small optimization to Lanczos-3 upsample shader code. Change 3238321 on 2016/12/16 by Rolando.Caloca DR - Compile fix Change 3238331 on 2016/12/16 by Rolando.Caloca DR - compile fix Change 3238495 on 2016/12/16 by Marc.Olano Replace TEA random number generator with PCG. Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled. Change 3238496 on 2016/12/16 by Marc.Olano Tone mapping fix for OR-31752, cherry picked from Orion 3208273 Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance. Change 3238520 on 2016/12/16 by Rolando.Caloca DR - CIS Fix Change 3238571 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3238605 on 2016/12/16 by Daniel.Wright Sharing IndirectLightingCacheTextureSampler samplers Change 3238626 on 2016/12/16 by Daniel.Wright Ray Traced Distance Field Shadow optimizations * Tighter light space tile culling * Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance * Depth bounds test on upsample * Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality * RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes Change 3238652 on 2016/12/16 by Rolando.Caloca DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead Change 3238855 on 2016/12/16 by Rolando.Caloca DR - Added FRHITexture2D GetSizeXY Change 3238881 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3239008 on 2016/12/16 by Arne.Schober DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands Change 3239012 on 2016/12/16 by Arne.Schober DR - missing file Change 3239255 on 2016/12/17 by Rolando.Caloca DR - Remove shader clears from D3D11 Change 3239690 on 2016/12/19 by Rolando.Caloca DR - vk - Misc fixes from 1.0.37.00 SDK warnings Change 3239964 on 2016/12/19 by Rolando.Caloca DR - Fix click on editor not showing selected Change 3239995 on 2016/12/19 by Rolando.Caloca DR - Enable dist field on GL4 & Vulkan SM5 Change 3240162 on 2016/12/19 by Daniel.Wright Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code Change 3240163 on 2016/12/19 by Daniel.Wright Distance field self shadowing controls for hiding world position offset self-shadow artifacts * Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows * Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground Change 3240271 on 2016/12/19 by Daniel.Wright Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers. Change 3240282 on 2016/12/19 by Rolando.Caloca DR - Proper fix for hit proxies clear - Added missing stencil ref to DrawClearQuad Change 3240316 on 2016/12/19 by Rolando.Caloca DR - vk - Fixed some new 1.0.37.0 warnings Change 3240354 on 2016/12/19 by Rolando.Caloca DR - Dev shaders on sm4/5 Change 3240759 on 2016/12/20 by Rolando.Caloca DR - Fix bad crc on GL element declarations Change 3240895 on 2016/12/20 by Rolando.Caloca DR - vk - Swapchain fixes Change 3241057 on 2016/12/20 by Rolando.Caloca DR - vk - Fix resize on desktop Change 3241112 on 2016/12/20 by Rolando.Caloca DR - vk - Fix 1.0.37.0 warnings - Ignore some warnings we know we can't fix Change 3241310 on 2016/12/20 by Rolando.Caloca DR - vk - Fix crash Change 3241417 on 2016/12/20 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios Change 3241990 on 2016/12/21 by Daniel.Wright Converted DistanceFieldVolume data to BulkData * FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s Change 3242005 on 2016/12/21 by Daniel.Wright Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity Change 3242295 on 2016/12/21 by Bob.Tellez Duplicating CL#3242294 from //Fortnite/Main #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3242487 on 2016/12/21 by Marcus.Wassmer Fix typo Change 3243091 on 2016/12/22 by Daniel.Wright Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS Change 3243161 on 2016/12/22 by Uriel.Doyon New async tasks for the streaming update. Optimizing the biggest frame cost. Change 3243179 on 2016/12/22 by Uriel.Doyon Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask Change 3243236 on 2016/12/22 by Daniel.Wright Fixed DFAO bilateral upsample * Depth buffer was being unbound due to lack of DepthRead_StencilNop Change 3243452 on 2016/12/23 by Ben.Woodhouse Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners #jira UE-35247 Change 3243512 on 2016/12/23 by Uriel.Doyon Improved task system for texture streaming. Change 3243742 on 2016/12/26 by Rolando.Caloca DR - vk - Fix UAV clears - Removed old validation layer - Print found device layers Change 3243745 on 2016/12/27 by Rolando.Caloca DR - vk - Fix for texture cube arrays - Warning for ClearUAVs Change 3243762 on 2016/12/27 by Rolando.Caloca DR - vk - Always use pipeline cache Change 3244450 on 2016/12/31 by Rolando.Caloca DR - vk - Pre reqs for separate transfer queue Change 3244453 on 2016/12/31 by Rolando.Caloca DR - vk - Win32 compile fix Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3244757 on 2017/01/03 by Marcus.Wassmer Niagara is still experimental in non-task branches. Change 3245059 on 2017/01/03 by Benjamin.Hyder Submitting TM-TrigNodes map Change 3245500 on 2017/01/03 by Olaf.Piesche Compile fix #1 for post-merge problems Change 3245572 on 2017/01/03 by Olaf.Piesche (Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool. Change 3245683 on 2017/01/03 by Marcus.Wassmer Fix some niagara warnings Change 3245732 on 2017/01/03 by Marcus.Wassmer Fix Niagara compile on clang platforms. Fix a few warnings / static analysis things as well. Change 3246403 on 2017/01/04 by Rolando.Caloca DR - vk - Fix bogus warning Change 3246432 on 2017/01/04 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering) Change 3246538 on 2017/01/04 by Rolando.Caloca DR - vk - Show hitch time for compute psos Change 3246580 on 2017/01/04 by Rolando.Caloca DR - vk - compile fix Change 3246610 on 2017/01/04 by Rolando.Caloca DR - Compute PSO pre reqs Change 3246707 on 2017/01/04 by Marcus.Wassmer Add missing integer operations to UnrealMathDirectX.h Change 3246786 on 2017/01/04 by Marcus.Wassmer Avoid public dependency build errors. Should probably just remove the DDCUtils module instead Change 3246828 on 2017/01/04 by Olaf.Piesche UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view. Change 3247026 on 2017/01/04 by Rolando.Caloca DR - Remove CrossCompilerTool as it's not required anymore Change 3247086 on 2017/01/04 by Marcus.Wassmer Remove includes for Core.h monolithic header Change 3247227 on 2017/01/04 by Marcus.Wassmer Fix typo and compile errors. Change 3247228 on 2017/01/04 by Marcus.Wassmer Use crossplatform intrinsics Change 3247229 on 2017/01/04 by Marcus.Wassmer Implement missing integer NEON operations. Change NEON vectorint to match name and sign from other platforms Change 3247245 on 2017/01/04 by Marcus.Wassmer Fixing various warnings/errors from clang platforms (Mac/Linux) Change 3247331 on 2017/01/04 by Marcus.Wassmer More Mac/clang fixes Change 3247958 on 2017/01/05 by Marcus.Wassmer VectorInt < - > Float ops should be conversions not reinterpret cast Change 3247959 on 2017/01/05 by Marcus.Wassmer Add missing ops to non-vector header Change 3247964 on 2017/01/05 by Rolando.Caloca DR - Temp fix for crash #jira UE-40211 Change 3248067 on 2017/01/05 by Rolando.Caloca DR - Static analysis fixes #jira UE-40167 Change 3248284 on 2017/01/05 by Rolando.Caloca DR - Linuix Compile fix #jira UE-40260 Change 3248288 on 2017/01/05 by Rolando.Caloca DR - Linux compile fix #jira UE-40264 Change 3248399 on 2017/01/05 by Brian.Karis Filtered importance sampling for envmap prefiltering. Fixed SSR on clearcoat with skylight only. Change 3248503 on 2017/01/05 by Rolando.Caloca DR - Linux fixes #jira UE-40264 Change 3248666 on 2017/01/05 by Brian.Karis Fix GL compile error Change 3248740 on 2017/01/05 by Marcus.Wassmer Fix linux and clang errors/warnings Change 3248851 on 2017/01/05 by Marcus.Wassmer Simplest fix for ES2 compile errors Change 3249217 on 2017/01/06 by Simon.Tovey Speculative fix for static analysis warning Change 3249296 on 2017/01/06 by Ben.Woodhouse XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3249300 on 2017/01/06 by Ben.Woodhouse Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296 Change 3249387 on 2017/01/06 by Rolando.Caloca DR - Fix GL clear issues #jira UE-40254 Change 3249435 on 2017/01/06 by Ben.Woodhouse Duplicated from UT CL 3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 Change 3249721 on 2017/01/06 by Marcus.Wassmer Remove final references to non-existent Niagara data Change 3249742 on 2017/01/06 by Marcus.Wassmer Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. [CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
void FNiagaraEditorModule::OnNiagaraSettingsChangedEvent(const FString& PropertyName, const UNiagaraSettings* Settings)
{
if (PropertyName == "AdditionalParameterTypes" || PropertyName == "AdditionalPayloadTypes")
{
FNiagaraTypeDefinition::RecreateUserDefinedTypeRegistry();
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3232283 on 2016/12/13 by Ben.Woodhouse D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3232641 on 2016/12/13 by Mark.Satterthwaite - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. Change 3232661 on 2016/12/13 by Mark.Satterthwaite Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later. Change 3232759 on 2016/12/13 by Ben.Woodhouse Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html Change 3232803 on 2016/12/13 by Ben.Marsh Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well. Change 3232836 on 2016/12/13 by Ben.Marsh Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs. Change 3232974 on 2016/12/13 by Rolando.Caloca DR - Refactor common code to UWorld::RecreateScene #jira UE-36719 PR #2824 Change 3232976 on 2016/12/13 by Ben.Marsh Add missing dependency on tools node for Mac cooks. Need to compile SCW first. Change 3233289 on 2016/12/13 by Olaf.Piesche Fixing potentially broken spot/point light fade with old content; initialize new properties properly Change 3233811 on 2016/12/13 by Mark.Satterthwaite Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. Change 3233854 on 2016/12/13 by Mark.Satterthwaite More information about texture type validation errors in Metal. Change 3234650 on 2016/12/14 by Rolando.Caloca DR - vk - Fix bad aspect on depth cubemaps Change 3234651 on 2016/12/14 by Rolando.Caloca DR - vk - Fix for 32 bit crash on dump layer Change 3234813 on 2016/12/14 by Guillaume.Abadie Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3235047 on 2016/12/14 by Uriel.Doyon Refactored HLOD texture streaming strategy to separate forced load from visibility. Added an incremental update in the last stage of the texture streaming update load to clear any pending work. Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything. Change 3235317 on 2016/12/14 by Uriel.Doyon Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo. Change 3235431 on 2016/12/14 by Rolando.Caloca DR - Fix for Vulkan drawing black Change 3236788 on 2016/12/15 by Mark.Satterthwaite Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. Change 3236850 on 2016/12/15 by Mark.Satterthwaite Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3237002 on 2016/12/15 by Benjamin.Hyder submitting updated TM-Shadermodels map Change 3237312 on 2016/12/15 by Rolando.Caloca DR - Change more macros to lambdas Change 3237394 on 2016/12/15 by Mark.Satterthwaite Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3237490 on 2016/12/15 by Daniel.Wright Fixed ULandscapeComponent::GetUsedMaterials Change 3237597 on 2016/12/15 by Ben.Woodhouse Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. Change 3237654 on 2016/12/15 by Daniel.Wright Non-editor compile fix Change 3238229 on 2016/12/16 by Rolando.Caloca DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it Change 3238236 on 2016/12/16 by Rolando.Caloca DR - Compile fixes Change 3238280 on 2016/12/16 by Marc.Olano Small optimization to Lanczos-3 upsample shader code. Change 3238321 on 2016/12/16 by Rolando.Caloca DR - Compile fix Change 3238331 on 2016/12/16 by Rolando.Caloca DR - compile fix Change 3238495 on 2016/12/16 by Marc.Olano Replace TEA random number generator with PCG. Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled. Change 3238496 on 2016/12/16 by Marc.Olano Tone mapping fix for OR-31752, cherry picked from Orion 3208273 Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance. Change 3238520 on 2016/12/16 by Rolando.Caloca DR - CIS Fix Change 3238571 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3238605 on 2016/12/16 by Daniel.Wright Sharing IndirectLightingCacheTextureSampler samplers Change 3238626 on 2016/12/16 by Daniel.Wright Ray Traced Distance Field Shadow optimizations * Tighter light space tile culling * Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance * Depth bounds test on upsample * Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality * RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes Change 3238652 on 2016/12/16 by Rolando.Caloca DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead Change 3238855 on 2016/12/16 by Rolando.Caloca DR - Added FRHITexture2D GetSizeXY Change 3238881 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3239008 on 2016/12/16 by Arne.Schober DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands Change 3239012 on 2016/12/16 by Arne.Schober DR - missing file Change 3239255 on 2016/12/17 by Rolando.Caloca DR - Remove shader clears from D3D11 Change 3239690 on 2016/12/19 by Rolando.Caloca DR - vk - Misc fixes from 1.0.37.00 SDK warnings Change 3239964 on 2016/12/19 by Rolando.Caloca DR - Fix click on editor not showing selected Change 3239995 on 2016/12/19 by Rolando.Caloca DR - Enable dist field on GL4 & Vulkan SM5 Change 3240162 on 2016/12/19 by Daniel.Wright Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code Change 3240163 on 2016/12/19 by Daniel.Wright Distance field self shadowing controls for hiding world position offset self-shadow artifacts * Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows * Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground Change 3240271 on 2016/12/19 by Daniel.Wright Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers. Change 3240282 on 2016/12/19 by Rolando.Caloca DR - Proper fix for hit proxies clear - Added missing stencil ref to DrawClearQuad Change 3240316 on 2016/12/19 by Rolando.Caloca DR - vk - Fixed some new 1.0.37.0 warnings Change 3240354 on 2016/12/19 by Rolando.Caloca DR - Dev shaders on sm4/5 Change 3240759 on 2016/12/20 by Rolando.Caloca DR - Fix bad crc on GL element declarations Change 3240895 on 2016/12/20 by Rolando.Caloca DR - vk - Swapchain fixes Change 3241057 on 2016/12/20 by Rolando.Caloca DR - vk - Fix resize on desktop Change 3241112 on 2016/12/20 by Rolando.Caloca DR - vk - Fix 1.0.37.0 warnings - Ignore some warnings we know we can't fix Change 3241310 on 2016/12/20 by Rolando.Caloca DR - vk - Fix crash Change 3241417 on 2016/12/20 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios Change 3241990 on 2016/12/21 by Daniel.Wright Converted DistanceFieldVolume data to BulkData * FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s Change 3242005 on 2016/12/21 by Daniel.Wright Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity Change 3242295 on 2016/12/21 by Bob.Tellez Duplicating CL#3242294 from //Fortnite/Main #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3242487 on 2016/12/21 by Marcus.Wassmer Fix typo Change 3243091 on 2016/12/22 by Daniel.Wright Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS Change 3243161 on 2016/12/22 by Uriel.Doyon New async tasks for the streaming update. Optimizing the biggest frame cost. Change 3243179 on 2016/12/22 by Uriel.Doyon Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask Change 3243236 on 2016/12/22 by Daniel.Wright Fixed DFAO bilateral upsample * Depth buffer was being unbound due to lack of DepthRead_StencilNop Change 3243452 on 2016/12/23 by Ben.Woodhouse Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners #jira UE-35247 Change 3243512 on 2016/12/23 by Uriel.Doyon Improved task system for texture streaming. Change 3243742 on 2016/12/26 by Rolando.Caloca DR - vk - Fix UAV clears - Removed old validation layer - Print found device layers Change 3243745 on 2016/12/27 by Rolando.Caloca DR - vk - Fix for texture cube arrays - Warning for ClearUAVs Change 3243762 on 2016/12/27 by Rolando.Caloca DR - vk - Always use pipeline cache Change 3244450 on 2016/12/31 by Rolando.Caloca DR - vk - Pre reqs for separate transfer queue Change 3244453 on 2016/12/31 by Rolando.Caloca DR - vk - Win32 compile fix Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3244757 on 2017/01/03 by Marcus.Wassmer Niagara is still experimental in non-task branches. Change 3245059 on 2017/01/03 by Benjamin.Hyder Submitting TM-TrigNodes map Change 3245500 on 2017/01/03 by Olaf.Piesche Compile fix #1 for post-merge problems Change 3245572 on 2017/01/03 by Olaf.Piesche (Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool. Change 3245683 on 2017/01/03 by Marcus.Wassmer Fix some niagara warnings Change 3245732 on 2017/01/03 by Marcus.Wassmer Fix Niagara compile on clang platforms. Fix a few warnings / static analysis things as well. Change 3246403 on 2017/01/04 by Rolando.Caloca DR - vk - Fix bogus warning Change 3246432 on 2017/01/04 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering) Change 3246538 on 2017/01/04 by Rolando.Caloca DR - vk - Show hitch time for compute psos Change 3246580 on 2017/01/04 by Rolando.Caloca DR - vk - compile fix Change 3246610 on 2017/01/04 by Rolando.Caloca DR - Compute PSO pre reqs Change 3246707 on 2017/01/04 by Marcus.Wassmer Add missing integer operations to UnrealMathDirectX.h Change 3246786 on 2017/01/04 by Marcus.Wassmer Avoid public dependency build errors. Should probably just remove the DDCUtils module instead Change 3246828 on 2017/01/04 by Olaf.Piesche UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view. Change 3247026 on 2017/01/04 by Rolando.Caloca DR - Remove CrossCompilerTool as it's not required anymore Change 3247086 on 2017/01/04 by Marcus.Wassmer Remove includes for Core.h monolithic header Change 3247227 on 2017/01/04 by Marcus.Wassmer Fix typo and compile errors. Change 3247228 on 2017/01/04 by Marcus.Wassmer Use crossplatform intrinsics Change 3247229 on 2017/01/04 by Marcus.Wassmer Implement missing integer NEON operations. Change NEON vectorint to match name and sign from other platforms Change 3247245 on 2017/01/04 by Marcus.Wassmer Fixing various warnings/errors from clang platforms (Mac/Linux) Change 3247331 on 2017/01/04 by Marcus.Wassmer More Mac/clang fixes Change 3247958 on 2017/01/05 by Marcus.Wassmer VectorInt < - > Float ops should be conversions not reinterpret cast Change 3247959 on 2017/01/05 by Marcus.Wassmer Add missing ops to non-vector header Change 3247964 on 2017/01/05 by Rolando.Caloca DR - Temp fix for crash #jira UE-40211 Change 3248067 on 2017/01/05 by Rolando.Caloca DR - Static analysis fixes #jira UE-40167 Change 3248284 on 2017/01/05 by Rolando.Caloca DR - Linuix Compile fix #jira UE-40260 Change 3248288 on 2017/01/05 by Rolando.Caloca DR - Linux compile fix #jira UE-40264 Change 3248399 on 2017/01/05 by Brian.Karis Filtered importance sampling for envmap prefiltering. Fixed SSR on clearcoat with skylight only. Change 3248503 on 2017/01/05 by Rolando.Caloca DR - Linux fixes #jira UE-40264 Change 3248666 on 2017/01/05 by Brian.Karis Fix GL compile error Change 3248740 on 2017/01/05 by Marcus.Wassmer Fix linux and clang errors/warnings Change 3248851 on 2017/01/05 by Marcus.Wassmer Simplest fix for ES2 compile errors Change 3249217 on 2017/01/06 by Simon.Tovey Speculative fix for static analysis warning Change 3249296 on 2017/01/06 by Ben.Woodhouse XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3249300 on 2017/01/06 by Ben.Woodhouse Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296 Change 3249387 on 2017/01/06 by Rolando.Caloca DR - Fix GL clear issues #jira UE-40254 Change 3249435 on 2017/01/06 by Ben.Woodhouse Duplicated from UT CL 3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 Change 3249721 on 2017/01/06 by Marcus.Wassmer Remove final references to non-existent Niagara data Change 3249742 on 2017/01/06 by Marcus.Wassmer Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. [CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
void FNiagaraEditorModule::RegisterTypeUtilities(FNiagaraTypeDefinition Type, TSharedRef<INiagaraEditorTypeUtilities> EditorUtilities)
{
TypeToEditorUtilitiesMap.Add(Type, EditorUtilities);
}
TSharedPtr<INiagaraEditorTypeUtilities> FNiagaraEditorModule::GetTypeUtilities(const FNiagaraTypeDefinition& Type)
{
TSharedRef<INiagaraEditorTypeUtilities>* EditorUtilities = TypeToEditorUtilitiesMap.Find(Type);
if (EditorUtilities != nullptr)
{
return *EditorUtilities;
}
return TSharedPtr<INiagaraEditorTypeUtilities>();
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3109293) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3091951 on 2016/08/17 by Chris.Bunner (Duplicate) CL 3090919: Fixed edge case interactions in HLOD ray rejection logic in Lightmass. Change 3093162 on 2016/08/18 by Ben.Woodhouse Fix minor memory leak (missing delete of RT Heartbeat thread) Change 3093470 on 2016/08/18 by Ben.Woodhouse Fix minor leak in FMonitoredProcess - the Thread member would get leaked if the FMonitoredProcess was cancelled, because it gets NULLed without deleting it. Fix is to add a bool to keep track of whether the thread is running, rather than using the Thread pointer. Also fixes a race condition where the FMonitoredProcess::Thread member could get initialized after the thread had completed. This would cause IsRunning to never return false, even if the thread has completed, and the editor would hang on startup (this was fixed by setting bIsRunning to true before creating the thread) Change 3093698 on 2016/08/18 by Daniel.Wright Translucent lighting volume draw event cleanup Change 3093700 on 2016/08/18 by Daniel.Wright Clamp on box reflection capture transition distance visualizer Change 3093755 on 2016/08/18 by Ryan.Vance Merging stereo planar reflections from Odin. Change 3094060 on 2016/08/18 by Daniel.Wright Fully featured base pass reflection captures with blending and parallax correction * Used in the forward renderer when materials opt-in to 'High Quality Reflections' * Used in the deferred renderer for translucent 'Surface ForwardShading' materials * Reflection captures are culled to a frustum space grid using the same reverse linked-list method as lights in the forward renderer * Fixed grid culling in stereo / splitscreen * The ReflectionEnvironment compute shader used in the deferred path also uses the culled grid now which reduces its cost from .93ms -> .70ms on 970 GTX. PS4 cost is about the same. * Capsule indirect self-shadowing is now reduced in the forward path to match deferred, and both are controlled by r.CapsuleIndirectShadowSelfShadowIntensity * SetupHZB is now skipped when SSAO / SSR / HZB are all disabled Change 3094160 on 2016/08/18 by Daniel.Wright CIS fixes Change 3094899 on 2016/08/19 by Ben.Woodhouse Batching optimization for dragging components onto blueprints, reported on UDN. Adding 2300 static mesh actors now takes 3 seconds instead of 40 minutes. https://udn.unrealengine.com/questions/305821/suspected-rhi-uniform-buffer-leak-when-adding-stat.html #jira UE-34937 Change 3095256 on 2016/08/19 by Daniel.Wright Disabled ISR warning spamming CIS Change 3095468 on 2016/08/19 by Daniel.Wright Fixed refcounting on hit proxy render targets Change 3095470 on 2016/08/19 by Daniel.Wright Added bVisibleInReflectionCaptures to primitive component, which is useful for hiding objects too close to the capture point Change 3096274 on 2016/08/22 by Rolando.Caloca DR - vk - added missing BC4 Change 3096291 on 2016/08/22 by Rolando.Caloca DR - vk - Fix image views for some rendertarget formats - Fix ImageViews on sub mips Change 3096579 on 2016/08/22 by Rolando.Caloca DR - vk - Fix rendering for shaders with no descriptors Change 3096584 on 2016/08/22 by Rolando.Caloca DR - vk - Fix 3d texture update Change 3096813 on 2016/08/22 by Rolando.Caloca DR - Fix GL linking errors PR #2615 Change 3097062 on 2016/08/22 by Rolando.Caloca DR - vk - Added unified mem flag - Added Mip index into UAV - Switched compute descriptor set index 0 Change 3097065 on 2016/08/22 by Rolando.Caloca DR - vk - Framebuffer barriers now wait on STAGE_FRAGMENT_SHADER instead of STAGE_BOTTOM_OF_PIPE Change 3097084 on 2016/08/22 by Daniel.Wright Enabled r.VertexFoggingForOpaque by default to match other forward renderer choices (fast by default) Change 3097086 on 2016/08/22 by Rolando.Caloca DR - vk - Missed file Change 3097943 on 2016/08/23 by Rolando.Caloca DR - hlslcc - Remove duplicated definitions out into a common header Change 3098166 on 2016/08/23 by Rolando.Caloca DR - Custom Renderer callback after getting SceneColor Change 3098418 on 2016/08/23 by Olaf.Piesche Moving vertex factory dirtying to always happen in-editor for mesh emitters on dynamic data reinitialization; there are several cases in which this needs to happen (some material changes, mesh reimports...) which are difficult to track, so in-editor we just always recreate the mesh particle vertex factory with the dynamic data. #jira UE-34838 Change 3098448 on 2016/08/23 by Rolando.Caloca DR - vk - fixes for depth/stencil descriptors - Minor debug dump improvement Change 3098463 on 2016/08/23 by Daniel.Wright Static lights with MinRoughness = 1.0 don't get their source shapes drawn into reflection captures, since they are being used as virtual area lights Change 3098556 on 2016/08/23 by Daniel.Wright Lightmass area shadows only mark texels as mapped inside the light's influence, which fixes multiple stationary lights with bUseAreaShadowsForStationaryLight interfering. Change 3098672 on 2016/08/23 by Rolando.Caloca DR - vk - Fixed crash when using vertex shaders with no descriptors Change 3099173 on 2016/08/24 by Ben.Woodhouse Fixed various issues with subsurface profile, for checkerboard and non-checkerboard code paths - Re-enable non-checkerboard skin by default - Checkerboard issues fixed: - Emissive lighting was being applied twice due to not taking checkerboard pattern into account - Emissive lighting was modulated by basecolor in the recombine - Metallic materials were contributing specular lighting to the diffuse channel - Non-checkerboard fixes: - Fix write mask during SkyLightDiffuse so alpha is updated correctly - Metallic specular lighting was broken (specularColor was lerping to white instead of baseColor) - Optimisation: Fall back to default lit for pixels where the opacity is 0. - For non-checkerboard, this gives better handling of metallic/emissive for pixels where SSS is not required (non-CB RGBA encoding for diffuse/spec doesn't cope well with colored specular or emissive) - For checkerboard, this gives similar results in terms of shading, but we get full-resolution shading on non SSS pixels #jira UE-34561 Change 3099673 on 2016/08/24 by Daniel.Wright Removed unused reflection shape variables Change 3099674 on 2016/08/24 by Daniel.Wright Fixed translucent materials not working in DrawMaterialToRenderTarget (fallout from cl 3089208) Fixed ensure with FRendererModule::DrawTile in the forward renderer, trying to bind light attenuation texture Change 3099700 on 2016/08/24 by Daniel.Wright Disabled log spam when a Rift is connected but not being used Change 3099730 on 2016/08/24 by Daniel.Wright MSAA depth resolve uses depth of closest surface, hides some artifacts with dynamic shadowing against the skybox Change 3099789 on 2016/08/24 by Brian.Karis FloatRGB is now always supported. If 11:11:10 isn't supported by hardware this format by definition will map to a different format meaning it is always supported. Change 3099987 on 2016/08/24 by Daniel.Wright Fixed light grid debug asserts on PS4 * Always creating the local light buffer, even if it won't be used by the shader * Transition ViewState FRWBuffers to writable at the beginning of a new frame Change 3100120 on 2016/08/24 by Rolando.Caloca DR - vk - Use 256MB pages for GPU memory Change 3100151 on 2016/08/24 by Daniel.Wright PS4 gracefully falls back to Temporal AA when MSAA is requested, as the GNM RHI doesn't support MSAA yet Change 3100302 on 2016/08/24 by Rolando.Caloca DR - vk - Mem system changes - Now allocates a readback heap from GPU->CPU - Removed bad total memory on heap/type - Added fallback to another mem type if it's OOM Change 3101110 on 2016/08/25 by Rolando.Caloca DR - vk - Remove r.Vulkan.UseGLSL Change 3101121 on 2016/08/25 by Rolando.Caloca DR - vk - Initial support for HiResShot Change 3101450 on 2016/08/25 by Rolando.Caloca DR - vk - Remove imagelayout from textures; renamed a method for clarity Change 3101462 on 2016/08/25 by Daniel.Wright Planar reflections no longer update GPU particles, fixes Scene Depth particle collision Change 3101525 on 2016/08/25 by Frank.Fella Niagara - Remove public include modules from niagara, and remove the public include dependency on niagara from UnrealEd, and fix up fallout. Change 3101613 on 2016/08/25 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3101686 on 2016/08/25 by Frank.Fella Niagara - Move asset type actions into the niagara module. Change 3101865 on 2016/08/25 by Rolando.Caloca DR - vk - Fix compile issue when enabling dump layer Change 3101946 on 2016/08/25 by Frank.Fella Orion - Fix include error caused by niagara include fixup. Change 3101999 on 2016/08/25 by Frank.Fella Fortnite - Fix include error caused by niagara include fixup. Change 3102035 on 2016/08/25 by Frank.Fella Ocean - Fix include error caused by niagara include fixup. Change 3102047 on 2016/08/25 by Frank.Fella UnrealTournament - Fix include error caused by niagara include fixup. Change 3102627 on 2016/08/26 by Frank.Fella Niagara - Move stats group declaration to the niagara module and move the stats declarations in the niagara module into the cpp files. Change 3102654 on 2016/08/26 by Ben.Woodhouse Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators #jira UE-33424 Change 3102780 on 2016/08/26 by Ben.Woodhouse Make shadow culling take FOV into account, via LODDistanceFactor Also set the LODDistanceFactorSquared member of the view, which was previously uninitialized #jira UE-33873 Change 3102930 on 2016/08/26 by Rolando.Caloca DR - vk - Do not require backbuffer at start, like Metal Change 3103061 on 2016/08/26 by Rolando.Caloca DR - vk - More debug dump to help track down issues Change 3103143 on 2016/08/26 by Rolando.Caloca DR - vk - Added partial image view for each texture for Depth/Stencil - Removed some unused members from textures Change 3104162 on 2016/08/29 by Gil.Gribb Merging //UE4/Dev-Main@3104155 to Dev-Rendering (//UE4/Dev-Rendering) Change 3104491 on 2016/08/29 by Rolando.Caloca DR - vk - Fix merge issue Change 3104500 on 2016/08/29 by Rolando.Caloca DR - Rebuilt hlslcc libs after merge Change 3104978 on 2016/08/29 by John.Billon -Moved Particle Cutouts to the Required Module -Pre-existing SubUVAnimation data is automatically moved to required on Init. -Added Default Particle Cutouts project setting that will attempt to find and use a texture on a particle's material for a cutout by default. Change 3105249 on 2016/08/29 by John.Billon Fixing non-editor compile error. Change 3105326 on 2016/08/29 by Zabir.Hoque SIMD Movie Player on XB1 Change 3105813 on 2016/08/30 by John.Billon Fixing static analysis warning. Change 3106322 on 2016/08/30 by Matt.Kuhlenschmidt Removed duplicated view uniform shader parameters initialization between slate and scene rendering. Moved all the duped initialization into a single shared method. The shared method should be where new parameters are initialized if they are required for the view to work properly. Change 3106350 on 2016/08/30 by Rolando.Caloca DR - vk - Added missing texture formats - Added texture debug name Change 3106547 on 2016/08/30 by Rolando.Caloca DR - Added ESimpleRenderTargetMode::EExistingColorAndClearDepth Change 3106631 on 2016/08/30 by Uriel.Doyon Dirty Texture Streaming Build do not dirty maps anymore. #jira UE-35241 Change 3106919 on 2016/08/30 by Rolando.Caloca DR - Temp workaround to get Vulkan up & running, might require hlslcc fix Change 3106974 on 2016/08/30 by Uriel.Doyon Changed lightmass exports version from GUID to INT in order to shorten filenames. Change 3106988 on 2016/08/30 by Uriel.Doyon New project specific config value r.Streaming.CheckBuildStatus used to specify whether the engine should check if the "Texture Streaming Build" is dirty (false by default). #jira UE-35227 Change 3107927 on 2016/08/31 by John.Billon -Duplicating OpenGL4 ClearUAV Implementation from 4.13 -Fixed uav clear format. #Jira UE-35345 Change 3108095 on 2016/08/31 by Marc.Olano Restore initialization of noise textures, accidentally removed in @3106322 #jira UE-35369 Change 3108557 on 2016/08/31 by John.Billon Fixing HTML5 compile error [CL 3109297 by Gil Gribb in Main branch]
2016-08-31 21:22:32 -04:00
void FNiagaraEditorModule::RegisterAssetTypeAction(IAssetTools& AssetTools, TSharedRef<IAssetTypeActions> Action)
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3109293) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3091951 on 2016/08/17 by Chris.Bunner (Duplicate) CL 3090919: Fixed edge case interactions in HLOD ray rejection logic in Lightmass. Change 3093162 on 2016/08/18 by Ben.Woodhouse Fix minor memory leak (missing delete of RT Heartbeat thread) Change 3093470 on 2016/08/18 by Ben.Woodhouse Fix minor leak in FMonitoredProcess - the Thread member would get leaked if the FMonitoredProcess was cancelled, because it gets NULLed without deleting it. Fix is to add a bool to keep track of whether the thread is running, rather than using the Thread pointer. Also fixes a race condition where the FMonitoredProcess::Thread member could get initialized after the thread had completed. This would cause IsRunning to never return false, even if the thread has completed, and the editor would hang on startup (this was fixed by setting bIsRunning to true before creating the thread) Change 3093698 on 2016/08/18 by Daniel.Wright Translucent lighting volume draw event cleanup Change 3093700 on 2016/08/18 by Daniel.Wright Clamp on box reflection capture transition distance visualizer Change 3093755 on 2016/08/18 by Ryan.Vance Merging stereo planar reflections from Odin. Change 3094060 on 2016/08/18 by Daniel.Wright Fully featured base pass reflection captures with blending and parallax correction * Used in the forward renderer when materials opt-in to 'High Quality Reflections' * Used in the deferred renderer for translucent 'Surface ForwardShading' materials * Reflection captures are culled to a frustum space grid using the same reverse linked-list method as lights in the forward renderer * Fixed grid culling in stereo / splitscreen * The ReflectionEnvironment compute shader used in the deferred path also uses the culled grid now which reduces its cost from .93ms -> .70ms on 970 GTX. PS4 cost is about the same. * Capsule indirect self-shadowing is now reduced in the forward path to match deferred, and both are controlled by r.CapsuleIndirectShadowSelfShadowIntensity * SetupHZB is now skipped when SSAO / SSR / HZB are all disabled Change 3094160 on 2016/08/18 by Daniel.Wright CIS fixes Change 3094899 on 2016/08/19 by Ben.Woodhouse Batching optimization for dragging components onto blueprints, reported on UDN. Adding 2300 static mesh actors now takes 3 seconds instead of 40 minutes. https://udn.unrealengine.com/questions/305821/suspected-rhi-uniform-buffer-leak-when-adding-stat.html #jira UE-34937 Change 3095256 on 2016/08/19 by Daniel.Wright Disabled ISR warning spamming CIS Change 3095468 on 2016/08/19 by Daniel.Wright Fixed refcounting on hit proxy render targets Change 3095470 on 2016/08/19 by Daniel.Wright Added bVisibleInReflectionCaptures to primitive component, which is useful for hiding objects too close to the capture point Change 3096274 on 2016/08/22 by Rolando.Caloca DR - vk - added missing BC4 Change 3096291 on 2016/08/22 by Rolando.Caloca DR - vk - Fix image views for some rendertarget formats - Fix ImageViews on sub mips Change 3096579 on 2016/08/22 by Rolando.Caloca DR - vk - Fix rendering for shaders with no descriptors Change 3096584 on 2016/08/22 by Rolando.Caloca DR - vk - Fix 3d texture update Change 3096813 on 2016/08/22 by Rolando.Caloca DR - Fix GL linking errors PR #2615 Change 3097062 on 2016/08/22 by Rolando.Caloca DR - vk - Added unified mem flag - Added Mip index into UAV - Switched compute descriptor set index 0 Change 3097065 on 2016/08/22 by Rolando.Caloca DR - vk - Framebuffer barriers now wait on STAGE_FRAGMENT_SHADER instead of STAGE_BOTTOM_OF_PIPE Change 3097084 on 2016/08/22 by Daniel.Wright Enabled r.VertexFoggingForOpaque by default to match other forward renderer choices (fast by default) Change 3097086 on 2016/08/22 by Rolando.Caloca DR - vk - Missed file Change 3097943 on 2016/08/23 by Rolando.Caloca DR - hlslcc - Remove duplicated definitions out into a common header Change 3098166 on 2016/08/23 by Rolando.Caloca DR - Custom Renderer callback after getting SceneColor Change 3098418 on 2016/08/23 by Olaf.Piesche Moving vertex factory dirtying to always happen in-editor for mesh emitters on dynamic data reinitialization; there are several cases in which this needs to happen (some material changes, mesh reimports...) which are difficult to track, so in-editor we just always recreate the mesh particle vertex factory with the dynamic data. #jira UE-34838 Change 3098448 on 2016/08/23 by Rolando.Caloca DR - vk - fixes for depth/stencil descriptors - Minor debug dump improvement Change 3098463 on 2016/08/23 by Daniel.Wright Static lights with MinRoughness = 1.0 don't get their source shapes drawn into reflection captures, since they are being used as virtual area lights Change 3098556 on 2016/08/23 by Daniel.Wright Lightmass area shadows only mark texels as mapped inside the light's influence, which fixes multiple stationary lights with bUseAreaShadowsForStationaryLight interfering. Change 3098672 on 2016/08/23 by Rolando.Caloca DR - vk - Fixed crash when using vertex shaders with no descriptors Change 3099173 on 2016/08/24 by Ben.Woodhouse Fixed various issues with subsurface profile, for checkerboard and non-checkerboard code paths - Re-enable non-checkerboard skin by default - Checkerboard issues fixed: - Emissive lighting was being applied twice due to not taking checkerboard pattern into account - Emissive lighting was modulated by basecolor in the recombine - Metallic materials were contributing specular lighting to the diffuse channel - Non-checkerboard fixes: - Fix write mask during SkyLightDiffuse so alpha is updated correctly - Metallic specular lighting was broken (specularColor was lerping to white instead of baseColor) - Optimisation: Fall back to default lit for pixels where the opacity is 0. - For non-checkerboard, this gives better handling of metallic/emissive for pixels where SSS is not required (non-CB RGBA encoding for diffuse/spec doesn't cope well with colored specular or emissive) - For checkerboard, this gives similar results in terms of shading, but we get full-resolution shading on non SSS pixels #jira UE-34561 Change 3099673 on 2016/08/24 by Daniel.Wright Removed unused reflection shape variables Change 3099674 on 2016/08/24 by Daniel.Wright Fixed translucent materials not working in DrawMaterialToRenderTarget (fallout from cl 3089208) Fixed ensure with FRendererModule::DrawTile in the forward renderer, trying to bind light attenuation texture Change 3099700 on 2016/08/24 by Daniel.Wright Disabled log spam when a Rift is connected but not being used Change 3099730 on 2016/08/24 by Daniel.Wright MSAA depth resolve uses depth of closest surface, hides some artifacts with dynamic shadowing against the skybox Change 3099789 on 2016/08/24 by Brian.Karis FloatRGB is now always supported. If 11:11:10 isn't supported by hardware this format by definition will map to a different format meaning it is always supported. Change 3099987 on 2016/08/24 by Daniel.Wright Fixed light grid debug asserts on PS4 * Always creating the local light buffer, even if it won't be used by the shader * Transition ViewState FRWBuffers to writable at the beginning of a new frame Change 3100120 on 2016/08/24 by Rolando.Caloca DR - vk - Use 256MB pages for GPU memory Change 3100151 on 2016/08/24 by Daniel.Wright PS4 gracefully falls back to Temporal AA when MSAA is requested, as the GNM RHI doesn't support MSAA yet Change 3100302 on 2016/08/24 by Rolando.Caloca DR - vk - Mem system changes - Now allocates a readback heap from GPU->CPU - Removed bad total memory on heap/type - Added fallback to another mem type if it's OOM Change 3101110 on 2016/08/25 by Rolando.Caloca DR - vk - Remove r.Vulkan.UseGLSL Change 3101121 on 2016/08/25 by Rolando.Caloca DR - vk - Initial support for HiResShot Change 3101450 on 2016/08/25 by Rolando.Caloca DR - vk - Remove imagelayout from textures; renamed a method for clarity Change 3101462 on 2016/08/25 by Daniel.Wright Planar reflections no longer update GPU particles, fixes Scene Depth particle collision Change 3101525 on 2016/08/25 by Frank.Fella Niagara - Remove public include modules from niagara, and remove the public include dependency on niagara from UnrealEd, and fix up fallout. Change 3101613 on 2016/08/25 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3101686 on 2016/08/25 by Frank.Fella Niagara - Move asset type actions into the niagara module. Change 3101865 on 2016/08/25 by Rolando.Caloca DR - vk - Fix compile issue when enabling dump layer Change 3101946 on 2016/08/25 by Frank.Fella Orion - Fix include error caused by niagara include fixup. Change 3101999 on 2016/08/25 by Frank.Fella Fortnite - Fix include error caused by niagara include fixup. Change 3102035 on 2016/08/25 by Frank.Fella Ocean - Fix include error caused by niagara include fixup. Change 3102047 on 2016/08/25 by Frank.Fella UnrealTournament - Fix include error caused by niagara include fixup. Change 3102627 on 2016/08/26 by Frank.Fella Niagara - Move stats group declaration to the niagara module and move the stats declarations in the niagara module into the cpp files. Change 3102654 on 2016/08/26 by Ben.Woodhouse Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators #jira UE-33424 Change 3102780 on 2016/08/26 by Ben.Woodhouse Make shadow culling take FOV into account, via LODDistanceFactor Also set the LODDistanceFactorSquared member of the view, which was previously uninitialized #jira UE-33873 Change 3102930 on 2016/08/26 by Rolando.Caloca DR - vk - Do not require backbuffer at start, like Metal Change 3103061 on 2016/08/26 by Rolando.Caloca DR - vk - More debug dump to help track down issues Change 3103143 on 2016/08/26 by Rolando.Caloca DR - vk - Added partial image view for each texture for Depth/Stencil - Removed some unused members from textures Change 3104162 on 2016/08/29 by Gil.Gribb Merging //UE4/Dev-Main@3104155 to Dev-Rendering (//UE4/Dev-Rendering) Change 3104491 on 2016/08/29 by Rolando.Caloca DR - vk - Fix merge issue Change 3104500 on 2016/08/29 by Rolando.Caloca DR - Rebuilt hlslcc libs after merge Change 3104978 on 2016/08/29 by John.Billon -Moved Particle Cutouts to the Required Module -Pre-existing SubUVAnimation data is automatically moved to required on Init. -Added Default Particle Cutouts project setting that will attempt to find and use a texture on a particle's material for a cutout by default. Change 3105249 on 2016/08/29 by John.Billon Fixing non-editor compile error. Change 3105326 on 2016/08/29 by Zabir.Hoque SIMD Movie Player on XB1 Change 3105813 on 2016/08/30 by John.Billon Fixing static analysis warning. Change 3106322 on 2016/08/30 by Matt.Kuhlenschmidt Removed duplicated view uniform shader parameters initialization between slate and scene rendering. Moved all the duped initialization into a single shared method. The shared method should be where new parameters are initialized if they are required for the view to work properly. Change 3106350 on 2016/08/30 by Rolando.Caloca DR - vk - Added missing texture formats - Added texture debug name Change 3106547 on 2016/08/30 by Rolando.Caloca DR - Added ESimpleRenderTargetMode::EExistingColorAndClearDepth Change 3106631 on 2016/08/30 by Uriel.Doyon Dirty Texture Streaming Build do not dirty maps anymore. #jira UE-35241 Change 3106919 on 2016/08/30 by Rolando.Caloca DR - Temp workaround to get Vulkan up & running, might require hlslcc fix Change 3106974 on 2016/08/30 by Uriel.Doyon Changed lightmass exports version from GUID to INT in order to shorten filenames. Change 3106988 on 2016/08/30 by Uriel.Doyon New project specific config value r.Streaming.CheckBuildStatus used to specify whether the engine should check if the "Texture Streaming Build" is dirty (false by default). #jira UE-35227 Change 3107927 on 2016/08/31 by John.Billon -Duplicating OpenGL4 ClearUAV Implementation from 4.13 -Fixed uav clear format. #Jira UE-35345 Change 3108095 on 2016/08/31 by Marc.Olano Restore initialization of noise textures, accidentally removed in @3106322 #jira UE-35369 Change 3108557 on 2016/08/31 by John.Billon Fixing HTML5 compile error [CL 3109297 by Gil Gribb in Main branch]
2016-08-31 21:22:32 -04:00
AssetTools.RegisterAssetTypeActions(Action);
CreatedAssetTypeActions.Add(Action);
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3232283 on 2016/12/13 by Ben.Woodhouse D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3232641 on 2016/12/13 by Mark.Satterthwaite - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. Change 3232661 on 2016/12/13 by Mark.Satterthwaite Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later. Change 3232759 on 2016/12/13 by Ben.Woodhouse Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html Change 3232803 on 2016/12/13 by Ben.Marsh Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well. Change 3232836 on 2016/12/13 by Ben.Marsh Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs. Change 3232974 on 2016/12/13 by Rolando.Caloca DR - Refactor common code to UWorld::RecreateScene #jira UE-36719 PR #2824 Change 3232976 on 2016/12/13 by Ben.Marsh Add missing dependency on tools node for Mac cooks. Need to compile SCW first. Change 3233289 on 2016/12/13 by Olaf.Piesche Fixing potentially broken spot/point light fade with old content; initialize new properties properly Change 3233811 on 2016/12/13 by Mark.Satterthwaite Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. Change 3233854 on 2016/12/13 by Mark.Satterthwaite More information about texture type validation errors in Metal. Change 3234650 on 2016/12/14 by Rolando.Caloca DR - vk - Fix bad aspect on depth cubemaps Change 3234651 on 2016/12/14 by Rolando.Caloca DR - vk - Fix for 32 bit crash on dump layer Change 3234813 on 2016/12/14 by Guillaume.Abadie Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3235047 on 2016/12/14 by Uriel.Doyon Refactored HLOD texture streaming strategy to separate forced load from visibility. Added an incremental update in the last stage of the texture streaming update load to clear any pending work. Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything. Change 3235317 on 2016/12/14 by Uriel.Doyon Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo. Change 3235431 on 2016/12/14 by Rolando.Caloca DR - Fix for Vulkan drawing black Change 3236788 on 2016/12/15 by Mark.Satterthwaite Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. Change 3236850 on 2016/12/15 by Mark.Satterthwaite Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3237002 on 2016/12/15 by Benjamin.Hyder submitting updated TM-Shadermodels map Change 3237312 on 2016/12/15 by Rolando.Caloca DR - Change more macros to lambdas Change 3237394 on 2016/12/15 by Mark.Satterthwaite Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3237490 on 2016/12/15 by Daniel.Wright Fixed ULandscapeComponent::GetUsedMaterials Change 3237597 on 2016/12/15 by Ben.Woodhouse Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. Change 3237654 on 2016/12/15 by Daniel.Wright Non-editor compile fix Change 3238229 on 2016/12/16 by Rolando.Caloca DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it Change 3238236 on 2016/12/16 by Rolando.Caloca DR - Compile fixes Change 3238280 on 2016/12/16 by Marc.Olano Small optimization to Lanczos-3 upsample shader code. Change 3238321 on 2016/12/16 by Rolando.Caloca DR - Compile fix Change 3238331 on 2016/12/16 by Rolando.Caloca DR - compile fix Change 3238495 on 2016/12/16 by Marc.Olano Replace TEA random number generator with PCG. Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled. Change 3238496 on 2016/12/16 by Marc.Olano Tone mapping fix for OR-31752, cherry picked from Orion 3208273 Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance. Change 3238520 on 2016/12/16 by Rolando.Caloca DR - CIS Fix Change 3238571 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3238605 on 2016/12/16 by Daniel.Wright Sharing IndirectLightingCacheTextureSampler samplers Change 3238626 on 2016/12/16 by Daniel.Wright Ray Traced Distance Field Shadow optimizations * Tighter light space tile culling * Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance * Depth bounds test on upsample * Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality * RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes Change 3238652 on 2016/12/16 by Rolando.Caloca DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead Change 3238855 on 2016/12/16 by Rolando.Caloca DR - Added FRHITexture2D GetSizeXY Change 3238881 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3239008 on 2016/12/16 by Arne.Schober DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands Change 3239012 on 2016/12/16 by Arne.Schober DR - missing file Change 3239255 on 2016/12/17 by Rolando.Caloca DR - Remove shader clears from D3D11 Change 3239690 on 2016/12/19 by Rolando.Caloca DR - vk - Misc fixes from 1.0.37.00 SDK warnings Change 3239964 on 2016/12/19 by Rolando.Caloca DR - Fix click on editor not showing selected Change 3239995 on 2016/12/19 by Rolando.Caloca DR - Enable dist field on GL4 & Vulkan SM5 Change 3240162 on 2016/12/19 by Daniel.Wright Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code Change 3240163 on 2016/12/19 by Daniel.Wright Distance field self shadowing controls for hiding world position offset self-shadow artifacts * Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows * Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground Change 3240271 on 2016/12/19 by Daniel.Wright Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers. Change 3240282 on 2016/12/19 by Rolando.Caloca DR - Proper fix for hit proxies clear - Added missing stencil ref to DrawClearQuad Change 3240316 on 2016/12/19 by Rolando.Caloca DR - vk - Fixed some new 1.0.37.0 warnings Change 3240354 on 2016/12/19 by Rolando.Caloca DR - Dev shaders on sm4/5 Change 3240759 on 2016/12/20 by Rolando.Caloca DR - Fix bad crc on GL element declarations Change 3240895 on 2016/12/20 by Rolando.Caloca DR - vk - Swapchain fixes Change 3241057 on 2016/12/20 by Rolando.Caloca DR - vk - Fix resize on desktop Change 3241112 on 2016/12/20 by Rolando.Caloca DR - vk - Fix 1.0.37.0 warnings - Ignore some warnings we know we can't fix Change 3241310 on 2016/12/20 by Rolando.Caloca DR - vk - Fix crash Change 3241417 on 2016/12/20 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios Change 3241990 on 2016/12/21 by Daniel.Wright Converted DistanceFieldVolume data to BulkData * FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s Change 3242005 on 2016/12/21 by Daniel.Wright Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity Change 3242295 on 2016/12/21 by Bob.Tellez Duplicating CL#3242294 from //Fortnite/Main #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3242487 on 2016/12/21 by Marcus.Wassmer Fix typo Change 3243091 on 2016/12/22 by Daniel.Wright Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS Change 3243161 on 2016/12/22 by Uriel.Doyon New async tasks for the streaming update. Optimizing the biggest frame cost. Change 3243179 on 2016/12/22 by Uriel.Doyon Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask Change 3243236 on 2016/12/22 by Daniel.Wright Fixed DFAO bilateral upsample * Depth buffer was being unbound due to lack of DepthRead_StencilNop Change 3243452 on 2016/12/23 by Ben.Woodhouse Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners #jira UE-35247 Change 3243512 on 2016/12/23 by Uriel.Doyon Improved task system for texture streaming. Change 3243742 on 2016/12/26 by Rolando.Caloca DR - vk - Fix UAV clears - Removed old validation layer - Print found device layers Change 3243745 on 2016/12/27 by Rolando.Caloca DR - vk - Fix for texture cube arrays - Warning for ClearUAVs Change 3243762 on 2016/12/27 by Rolando.Caloca DR - vk - Always use pipeline cache Change 3244450 on 2016/12/31 by Rolando.Caloca DR - vk - Pre reqs for separate transfer queue Change 3244453 on 2016/12/31 by Rolando.Caloca DR - vk - Win32 compile fix Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3244757 on 2017/01/03 by Marcus.Wassmer Niagara is still experimental in non-task branches. Change 3245059 on 2017/01/03 by Benjamin.Hyder Submitting TM-TrigNodes map Change 3245500 on 2017/01/03 by Olaf.Piesche Compile fix #1 for post-merge problems Change 3245572 on 2017/01/03 by Olaf.Piesche (Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool. Change 3245683 on 2017/01/03 by Marcus.Wassmer Fix some niagara warnings Change 3245732 on 2017/01/03 by Marcus.Wassmer Fix Niagara compile on clang platforms. Fix a few warnings / static analysis things as well. Change 3246403 on 2017/01/04 by Rolando.Caloca DR - vk - Fix bogus warning Change 3246432 on 2017/01/04 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering) Change 3246538 on 2017/01/04 by Rolando.Caloca DR - vk - Show hitch time for compute psos Change 3246580 on 2017/01/04 by Rolando.Caloca DR - vk - compile fix Change 3246610 on 2017/01/04 by Rolando.Caloca DR - Compute PSO pre reqs Change 3246707 on 2017/01/04 by Marcus.Wassmer Add missing integer operations to UnrealMathDirectX.h Change 3246786 on 2017/01/04 by Marcus.Wassmer Avoid public dependency build errors. Should probably just remove the DDCUtils module instead Change 3246828 on 2017/01/04 by Olaf.Piesche UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view. Change 3247026 on 2017/01/04 by Rolando.Caloca DR - Remove CrossCompilerTool as it's not required anymore Change 3247086 on 2017/01/04 by Marcus.Wassmer Remove includes for Core.h monolithic header Change 3247227 on 2017/01/04 by Marcus.Wassmer Fix typo and compile errors. Change 3247228 on 2017/01/04 by Marcus.Wassmer Use crossplatform intrinsics Change 3247229 on 2017/01/04 by Marcus.Wassmer Implement missing integer NEON operations. Change NEON vectorint to match name and sign from other platforms Change 3247245 on 2017/01/04 by Marcus.Wassmer Fixing various warnings/errors from clang platforms (Mac/Linux) Change 3247331 on 2017/01/04 by Marcus.Wassmer More Mac/clang fixes Change 3247958 on 2017/01/05 by Marcus.Wassmer VectorInt < - > Float ops should be conversions not reinterpret cast Change 3247959 on 2017/01/05 by Marcus.Wassmer Add missing ops to non-vector header Change 3247964 on 2017/01/05 by Rolando.Caloca DR - Temp fix for crash #jira UE-40211 Change 3248067 on 2017/01/05 by Rolando.Caloca DR - Static analysis fixes #jira UE-40167 Change 3248284 on 2017/01/05 by Rolando.Caloca DR - Linuix Compile fix #jira UE-40260 Change 3248288 on 2017/01/05 by Rolando.Caloca DR - Linux compile fix #jira UE-40264 Change 3248399 on 2017/01/05 by Brian.Karis Filtered importance sampling for envmap prefiltering. Fixed SSR on clearcoat with skylight only. Change 3248503 on 2017/01/05 by Rolando.Caloca DR - Linux fixes #jira UE-40264 Change 3248666 on 2017/01/05 by Brian.Karis Fix GL compile error Change 3248740 on 2017/01/05 by Marcus.Wassmer Fix linux and clang errors/warnings Change 3248851 on 2017/01/05 by Marcus.Wassmer Simplest fix for ES2 compile errors Change 3249217 on 2017/01/06 by Simon.Tovey Speculative fix for static analysis warning Change 3249296 on 2017/01/06 by Ben.Woodhouse XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3249300 on 2017/01/06 by Ben.Woodhouse Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296 Change 3249387 on 2017/01/06 by Rolando.Caloca DR - Fix GL clear issues #jira UE-40254 Change 3249435 on 2017/01/06 by Ben.Woodhouse Duplicated from UT CL 3238664 Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 Change 3249721 on 2017/01/06 by Marcus.Wassmer Remove final references to non-existent Niagara data Change 3249742 on 2017/01/06 by Marcus.Wassmer Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. [CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
#undef LOCTEXT_NAMESPACE