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

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
VisualizeTexture.cpp: Post processing visualize texture.
=============================================================================*/
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 "PostProcess/VisualizeTexture.h"
#include "ShaderParameters.h"
#include "RHIStaticStates.h"
#include "Shader.h"
#include "StaticBoundShaderState.h"
#include "SceneUtils.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]
2016-11-23 15:48:37 -05:00
#include "HAL/FileManager.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "Misc/App.h"
#include "CanvasTypes.h"
#include "UnrealEngine.h"
#include "PostProcess/RenderTargetPool.h"
#include "PostProcess/SceneRenderTargets.h"
#include "GlobalShader.h"
#include "RenderTargetTemp.h"
#include "ScreenRendering.h"
#include "PostProcess/SceneFilterRendering.h"
#include "PostProcess/PostProcessing.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 "PipelineStateCache.h"
/** A pixel shader which filters a texture. */
// @param TextureType 0:Cube, 1:1D(not yet supported), 2:2D no MSAA, 3:3D, 4:Cube[], 5:2D MSAA, 6:2D DepthStencil no MSAA (needed to avoid D3DDebug error)
template<uint32 TextureType>
class VisualizeTexturePS : public FGlobalShader
{
DECLARE_SHADER_TYPE(VisualizeTexturePS,Global);
public:
static bool ShouldCache(EShaderPlatform Platform)
{
return true;
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("TEXTURE_TYPE"), TextureType);
}
/** Default constructor. */
VisualizeTexturePS() {}
/** Initialization constructor. */
VisualizeTexturePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
FGlobalShader(Initializer)
{
VisualizeTexture2D.Bind(Initializer.ParameterMap,TEXT("VisualizeTexture2D"));
VisualizeDepthStencilTexture.Bind(Initializer.ParameterMap, TEXT("VisualizeDepthStencilTexture"));
VisualizeTexture2DSampler.Bind(Initializer.ParameterMap,TEXT("VisualizeTexture2DSampler"));
VisualizeTexture2DMS.Bind(Initializer.ParameterMap,TEXT("VisualizeTexture2DMS"));
VisualizeTexture3D.Bind(Initializer.ParameterMap,TEXT("VisualizeTexture3D"));
VisualizeTexture3DSampler.Bind(Initializer.ParameterMap,TEXT("VisualizeTexture3DSampler"));
VisualizeTextureCube.Bind(Initializer.ParameterMap,TEXT("VisualizeTextureCube"));
VisualizeTextureCubeSampler.Bind(Initializer.ParameterMap,TEXT("VisualizeTextureCubeSampler"));
VisualizeTextureCubeArray.Bind(Initializer.ParameterMap,TEXT("VisualizeTextureCubeArray"));
VisualizeTextureCubeArraySampler.Bind(Initializer.ParameterMap,TEXT("VisualizeTextureCubeArraySampler"));
VisualizeParam.Bind(Initializer.ParameterMap,TEXT("VisualizeParam"));
TextureExtent.Bind(Initializer.ParameterMap,TEXT("TextureExtent"));
}
/** Serializer */
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << VisualizeTexture2D;
Ar << VisualizeDepthStencilTexture;
Ar << VisualizeTexture2DSampler;
Ar << VisualizeTexture2DMS;
Ar << VisualizeTexture3D;
Ar << VisualizeTexture3DSampler;
Ar << VisualizeTextureCube;
Ar << VisualizeTextureCubeSampler;
Ar << VisualizeTextureCubeArray;
Ar << VisualizeTextureCubeArraySampler;
Ar << VisualizeParam;
Ar << TextureExtent;
return bShaderHasOutdatedParameters;
}
void SetParameters(FRHICommandList& RHICmdList, const FVisualizeTextureData& Data)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
{
// alternates between 0 and 1 with a short pause
const float FracTimeScale = 2.0f;
float FracTime = FApp::GetCurrentTime() * FracTimeScale - floor(FApp::GetCurrentTime() * FracTimeScale);
float BlinkState = (FracTime > 0.5f) ? 1.0f : 0.0f;
FVector4 VisualizeParamValue[3];
float Add = 0.0f;
float FracScale = 1.0f;
// w * almost_1 to avoid frac(1) => 0
VisualizeParamValue[0] = FVector4(Data.RGBMul, Data.SingleChannelMul, Add, FracScale * 0.9999f);
VisualizeParamValue[1] = FVector4(BlinkState, Data.bSaturateInsteadOfFrac ? 1.0f : 0.0f, Data.ArrayIndex, Data.CustomMip);
VisualizeParamValue[2] = FVector4(Data.InputValueMapping, 0.0f, Data.SingleChannel );
SetShaderValueArray(RHICmdList, ShaderRHI, VisualizeParam, VisualizeParamValue, 3);
}
{
FVector4 TextureExtentValue(Data.Desc.Extent.X, Data.Desc.Extent.Y, Data.Desc.Depth, 0);
SetShaderValue(RHICmdList, ShaderRHI, TextureExtent, TextureExtentValue);
}
SetSRVParameter(RHICmdList, ShaderRHI, VisualizeDepthStencilTexture, Data.StencilSRV );
SetTextureParameter(RHICmdList, ShaderRHI, VisualizeTexture2D, VisualizeTexture2DSampler, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), (FTextureRHIRef&)Data.RenderTargetItem.ShaderResourceTexture);
SetTextureParameter(RHICmdList, ShaderRHI, VisualizeTexture2DMS, (FTextureRHIRef&)Data.RenderTargetItem.TargetableTexture);
SetTextureParameter(RHICmdList, ShaderRHI, VisualizeTexture3D, VisualizeTexture3DSampler, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), (FTextureRHIRef&)Data.RenderTargetItem.ShaderResourceTexture);
SetTextureParameter(RHICmdList, ShaderRHI, VisualizeTextureCube, VisualizeTextureCubeSampler, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), (FTextureRHIRef&)Data.RenderTargetItem.ShaderResourceTexture);
SetTextureParameter(RHICmdList, ShaderRHI, VisualizeTextureCubeArray, VisualizeTextureCubeArraySampler, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), (FTextureRHIRef&)Data.RenderTargetItem.ShaderResourceTexture);
}
static const TCHAR* GetSourceFilename()
{
return TEXT("VisualizeTexture");
}
static const TCHAR* GetFunctionName()
{
return TEXT("VisualizeTexturePS");
}
protected:
FShaderResourceParameter VisualizeTexture2D;
FShaderResourceParameter VisualizeDepthStencilTexture;
FShaderResourceParameter VisualizeTexture2DSampler;
FShaderResourceParameter VisualizeTexture2DMS;
FShaderResourceParameter VisualizeTexture3D;
FShaderResourceParameter VisualizeTexture3DSampler;
FShaderResourceParameter VisualizeTextureCube;
FShaderResourceParameter VisualizeTextureCubeSampler;
FShaderResourceParameter VisualizeTextureCubeArray;
FShaderResourceParameter VisualizeTextureCubeArraySampler;
FShaderParameter VisualizeParam;
FShaderParameter TextureExtent;
};
// #define avoids a lot of code duplication
#define VARIATION1(A) typedef VisualizeTexturePS<A> VisualizeTexturePS##A; \
IMPLEMENT_SHADER_TYPE2(VisualizeTexturePS##A, SF_Pixel);
VARIATION1(0) VARIATION1(2) VARIATION1(3) VARIATION1(4) VARIATION1(5) VARIATION1(6)
#undef VARIATION1
/** Encapsulates a simple copy pixel shader. */
class FVisualizeTexturePresentPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FVisualizeTexturePresentPS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return true;
}
/** Default constructor. */
FVisualizeTexturePresentPS() {}
public:
FShaderResourceParameter VisualizeTexture2D;
FShaderResourceParameter VisualizeTexture2DSampler;
/** Initialization constructor. */
FVisualizeTexturePresentPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
VisualizeTexture2D.Bind(Initializer.ParameterMap,TEXT("VisualizeTexture2D"));
VisualizeTexture2DSampler.Bind(Initializer.ParameterMap,TEXT("VisualizeTexture2DSampler"));
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << VisualizeTexture2D << VisualizeTexture2DSampler;
return bShaderHasOutdatedParameters;
}
void SetParameters(FRHICommandList& RHICmdList, const FSceneView& View, const IPooledRenderTarget& Src)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
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
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, View.ViewUniformBuffer);
SetTextureParameter(RHICmdList, ShaderRHI, VisualizeTexture2D, VisualizeTexture2DSampler,
TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), (FTextureRHIRef&)Src.GetRenderTargetItem().ShaderResourceTexture);
}
};
IMPLEMENT_SHADER_TYPE(,FVisualizeTexturePresentPS,TEXT("VisualizeTexture"),TEXT("PresentPS"),SF_Pixel);
template<uint32 TextureType> void VisualizeTextureForTextureType(FRHICommandList& RHICmdList, ERHIFeatureLevel::Type FeatureLevel, const FVisualizeTextureData& Data)
{
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
FGraphicsPipelineStateInitializer GraphicsPSOInit;
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
auto ShaderMap = GetGlobalShaderMap(FeatureLevel);
TShaderMapRef<FScreenVS> VertexShader(ShaderMap);
TShaderMapRef<VisualizeTexturePS<TextureType> > PixelShader(ShaderMap);
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
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
PixelShader->SetParameters(RHICmdList, Data);
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
DrawRectangle(
RHICmdList,
// XY
0, 0,
// SizeXY
SceneContext.GetBufferSizeXY().X, SceneContext.GetBufferSizeXY().Y,
// UV
Data.Tex00.X, Data.Tex00.Y,
// SizeUV
Data.Tex11.X - Data.Tex00.X, Data.Tex11.Y - Data.Tex00.Y,
// TargetSize
SceneContext.GetBufferSizeXY(),
// TextureSize
FIntPoint(1, 1),
*VertexShader,
EDRF_UseTriangleOptimization);
}
void RenderVisualizeTexture(FRHICommandListImmediate& RHICmdList, ERHIFeatureLevel::Type FeatureLevel, const FVisualizeTextureData& Data)
{
RHICmdList.CopyToResolveTarget(Data.RenderTargetItem.ShaderResourceTexture, Data.RenderTargetItem.ShaderResourceTexture, true, FResolveParams());
if(Data.Desc.Is2DTexture())
{
// 2D
if(Data.Desc.NumSamples > 1)
{
// MSAA
VisualizeTextureForTextureType<5>(RHICmdList, FeatureLevel, Data);
}
else
{
if(Data.Desc.Format == PF_DepthStencil)
{
// DepthStencil non MSAA (needed to avoid D3DDebug error)
VisualizeTextureForTextureType<6>(RHICmdList, FeatureLevel, Data);
}
else
{
// non MSAA
VisualizeTextureForTextureType<2>(RHICmdList, FeatureLevel, Data);
}
}
}
else if(Data.Desc.Is3DTexture())
{
VisualizeTextureForTextureType<3>(RHICmdList, FeatureLevel, Data);
}
else if(Data.Desc.IsCubemap())
{
if(Data.Desc.IsArray())
{
// Cube[]
VisualizeTextureForTextureType<4>(RHICmdList, FeatureLevel, Data);
}
else
{
// Cube
VisualizeTextureForTextureType<0>(RHICmdList, FeatureLevel, Data);
}
}
}
FVisualizeTexture::FVisualizeTexture()
{
Mode = 0;
RGBMul = 1.0f;
SingleChannelMul = 0.0f;
SingleChannel = -1;
AMul = 0.0f;
UVInputMapping = 3;
Flags = 0;
ObservedDebugNameReusedGoal = 0xffffffff;
ArrayIndex = 0;
CustomMip = 0;
bSaveBitmap = false;
bOutputStencil = false;
bFullList = false;
SortOrder = -1;
bEnabled = true;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3219796 on 2016/12/02 by Rolando.Caloca DR - vk - Increase timeout to 60ms Change 3219884 on 2016/12/02 by Daniel.Wright Assert to help track down rare crash locking capsule indirect shadow vertex buffer Change 3219885 on 2016/12/02 by Daniel.Wright Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable' Change 3219886 on 2016/12/02 by Daniel.Wright Don't create projected shadows when r.ShadowQuality is 0 * Fixes crash in the forward path trying to render shadows * In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped Change 3219887 on 2016/12/02 by Daniel.Wright Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing Change 3219893 on 2016/12/02 by Daniel.Wright AMD AGS library with approved TPS Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below) Change 3219913 on 2016/12/02 by Daniel.Wright Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded Change 3220029 on 2016/12/02 by Daniel.Wright Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation). * A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials * Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials * FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet Change 3220108 on 2016/12/02 by Daniel.Wright Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present Change 3220504 on 2016/12/03 by Mark.Satterthwaite Metal Desktop Tessellation support from Unicorn. - Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4). - Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant. - Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation. - Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding. - Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default. - Epic: Various fixes to Layered Rendering for Metal. - Omits Mobile Tessellation support which needs further revision. Change 3220881 on 2016/12/04 by Mark.Satterthwaite Compiles fixes for iOS & static analysis fixes from Windows. Change 3221180 on 2016/12/05 by Guillaume.Abadie Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time. Change 3221217 on 2016/12/05 by Chris.Bunner More NVAPI warning fixups. Change 3221219 on 2016/12/05 by Chris.Bunner When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent. #jira UE-37792 Change 3221220 on 2016/12/05 by Chris.Bunner Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames. #jira UE-35132 Change 3221221 on 2016/12/05 by Chris.Bunner PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser) #jira UE-35760 Change 3221223 on 2016/12/05 by Chris.Bunner Default to include dev-code when compiling material preview stats. #jira UE-20321 Change 3221534 on 2016/12/05 by Rolando.Caloca DR - Added FDynamicRHI::GetName() Change 3221833 on 2016/12/05 by Chris.Bunner Set correct output extent on PostProcessUpscale (allows users to extend chain correctly). #jira UE-36989 Change 3221852 on 2016/12/05 by Chris.Bunner 32-bit/ch EXR screenshot and frame dump output. Fixed row increment bug in 128-bit/px surface format readback. #jira UE-37962 Change 3222059 on 2016/12/05 by Rolando.Caloca DR - vk - Fix memory type not found Change 3222104 on 2016/12/05 by Rolando.Caloca DR - Lambdaize - Added quicker method to check if system textures are initialized Change 3222290 on 2016/12/05 by Mark.Satterthwaite Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist. Change 3222864 on 2016/12/06 by Rolando.Caloca DR - Fix mem leak when exiting Change 3222873 on 2016/12/06 by Rolando.Caloca DR - vk - Minor info to help track down leaks Change 3222875 on 2016/12/06 by Rolando.Caloca DR - Fix mem leak with VisualizeTexture #jira UE-39360 Change 3223226 on 2016/12/06 by Chris.Bunner Static analysis warning workaround. Change 3223235 on 2016/12/06 by Ben.Woodhouse Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D Change 3223343 on 2016/12/06 by Chris.Bunner Moved HLOD persistent data to viewstate to fix per-view compatability. #jira UE-37539 Change 3223349 on 2016/12/06 by Chris.Bunner Fixed HLOD with FreezeRendering command. #jira UE-29839 Change 3223371 on 2016/12/06 by Michael.Trepka Removed obsolete check() in FMetalSurface constructor Change 3223450 on 2016/12/06 by Chris.Bunner Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward. Change 3223638 on 2016/12/06 by Michael.Trepka Restored part of the check() in FMetalSurface constructor removed in CL 3223371 Change 3223642 on 2016/12/06 by Mark.Satterthwaite Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet). - Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs). - Enable with -metaledr command-line argument as it is off-by-default. - Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding. Change 3223830 on 2016/12/06 by Rolando.Caloca DR - vk - Better error when finding an invalid Vulkan driver #jira UE-37495 Change 3223869 on 2016/12/06 by Rolando.Caloca DR - vk - Reuse fences Change 3223906 on 2016/12/06 by Guillaume.Abadie Fix alpha through TempAA artifact causing a small darker edge layouts. Change 3224199 on 2016/12/06 by Mark.Satterthwaite Fix a dumb copy-paste error from the HDR changes to Metal. Change 3224220 on 2016/12/06 by Mark.Satterthwaite Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects. - Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering. Change 3224236 on 2016/12/06 by Mark.Satterthwaite IWYU CIS compile fix for iOS. Change 3224366 on 2016/12/06 by Mark.Satterthwaite Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears. - If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted. - This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo. Change 3224416 on 2016/12/06 by Uriel.Doyon New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds. Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives). Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData. Fix for material texture streaming data not being available on some cooked builds. Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible). This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting. Forced residency are now loaded in two steps (visible, then forced), improving reactiveness. Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them, and also "LastRenderTimeMips" which related to timed primitives. Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency. "Texture Streaming Build" now updates the map check after execution. Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic. Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements. Change 3224532 on 2016/12/07 by Uriel.Doyon Integrated CL 3223965 : Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore. Added more options to allow the user to cancel this build also. Change 3224714 on 2016/12/07 by Ben.Woodhouse Cherry pick CL 3223972 from //fortnite/main: Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms) Change 3224715 on 2016/12/07 by Ben.Woodhouse New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version Change 3224975 on 2016/12/07 by Rolando.Caloca DR - vk - Dump improvements Change 3225012 on 2016/12/07 by Rolando.Caloca DR - Show warning if trying to use num samples != (1,2,4,8,16) Change 3225126 on 2016/12/07 by Chris.Bunner Added 'force 128-bit rendering pipeline' to high-res screenshot tool. #jira UE-39345 Change 3225449 on 2016/12/07 by Chris.Bunner Updated engine rendering defaults to better match current best practices. #jira UE-38081 Change 3225485 on 2016/12/07 by Chris.Bunner Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases. #jira UE-19394 Change 3225486 on 2016/12/07 by Chris.Bunner Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled. Change 3225505 on 2016/12/07 by Daniel.Wright Fixed exponential height fog disappearing with no skybox Change 3225655 on 2016/12/07 by Benjamin.Hyder Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting. Change 3225668 on 2016/12/07 by Chris.Bunner Dirty owning packages when user manually forces regeneration of all reflection captures. #jira UE-38759 Change 3226139 on 2016/12/07 by Rolando.Caloca DR - Fix recompute tangents disabling skin cache - Make some macros into lambdas #jira UE-39143 Change 3226212 on 2016/12/07 by Daniel.Wright Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false Change 3226213 on 2016/12/07 by Daniel.Wright Scene Capture 2D can specify a global clip plane, which is useful for portals * Requires the global clip plane project setting to be enabled Change 3226214 on 2016/12/07 by Daniel.Wright Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass * If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used * Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing * Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost * Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall Change 3226258 on 2016/12/07 by Rolando.Caloca DR - Typo fix Change 3226259 on 2016/12/07 by Rolando.Caloca DR - compile fix #jira UE-39143 Change 3226932 on 2016/12/08 by Chris.Bunner Re-saved Infiltrator maps to update reflection captures. #jira UE-38759 Change 3227063 on 2016/12/08 by Mark.Satterthwaite For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia. #jira UE-37436 Change 3227120 on 2016/12/08 by Gil.Gribb Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering) Change 3227211 on 2016/12/08 by Arne.Schober DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant. Change 3227257 on 2016/12/08 by Marc.Olano Extension to PseudoVolumeTexture for more flexible layout Change by ryan.brucks Change 3227286 on 2016/12/08 by Rolando.Caloca DR - Fix crash when using custom expressions and using reserved keywords #jira UE-39311 Change 3227376 on 2016/12/08 by Mark.Satterthwaite Must not include a private header inside the MenuStack public header as that causes compile errors in plugins. Change 3227415 on 2016/12/08 by Mark.Satterthwaite Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering. Change 3227516 on 2016/12/08 by Daniel.Wright Implemented UWidgetComponent::GetUsedMaterials Change 3227521 on 2016/12/08 by Guillaume.Abadie Fixes post process volume's indirect lighting color. #jira UE-38888 Change 3227567 on 2016/12/08 by Marc.Olano New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask Change 3227628 on 2016/12/08 by Daniel.Wright Removed redundant ResolveSceneDepthTexture from the merge Change 3227635 on 2016/12/08 by Daniel.Wright Forward renderer supports shadowing from movable lights and light functions * Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed * Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned Change 3227660 on 2016/12/08 by Rolando.Caloca DR - vk - Fix r.MobileMSAA on Vulkan - r.MobileMSAA is now read-only (to be fixed on 4.16) - Show time for PSO creation hitches #jira UE-39184 Change 3227704 on 2016/12/08 by Mark.Satterthwaite Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms. Change 3227705 on 2016/12/08 by Daniel.Wright Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426) Change 3227787 on 2016/12/08 by Chris.Bunner Added extent clear to motion blur pass to catch misized buffers bringing in errors. Added early out to clear call when excluded region matches RT region. #jira UE-39437 Change 3228177 on 2016/12/08 by Marc.Olano Fix DCC sqrt(int) error Change 3228285 on 2016/12/08 by Chris.Bunner Back out changelist 3225449. #jira UE-39528 Change 3228680 on 2016/12/09 by Gil.Gribb Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering) Change 3228940 on 2016/12/09 by Mark.Satterthwaite Editor fixes for 4.15: - PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again. - Don't start render-passes without a valid render-target-array in MetalRHI. Change 3228950 on 2016/12/09 by Mark.Satterthwaite Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11. - Fixed the Skeleton editor tree trying to access a widget before it has been constructed. - Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation. #jira UE-39256 Change 3229013 on 2016/12/09 by Mark.Satterthwaite Further tidy up in SSkeletonTreeView as suggested by Nick.A. Change 3229101 on 2016/12/09 by Chris.Bunner Log compile error fix and updated cvar comments. Change 3229236 on 2016/12/09 by Ben.Woodhouse XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles Change 3229430 on 2016/12/09 by Ben.Woodhouse PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov) Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster) Change 3229580 on 2016/12/09 by Marcus.Wassmer DepthBoundsTest for AMD. Change 3229701 on 2016/12/09 by Michael.Trepka Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2 Change 3229706 on 2016/12/09 by Chris.Bunner Added GameUserSettings controls for HDR display output. Removed Metal commandline as this should replace the need for it. Change 3229774 on 2016/12/09 by Michael.Trepka Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit. Change 3229819 on 2016/12/09 by Chris.Bunner Updated engine rendering defaults to better match current best practices. #jira UE-38081 Change 3229948 on 2016/12/09 by Rolando.Caloca DR - Fix d3d debug error #jira UE-39589 Change 3230341 on 2016/12/11 by Mark.Satterthwaite Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled. #jira UE-39613 Change 3230860 on 2016/12/12 by Marcus.Wassmer Experimental Nvidia AFR support. Change 3230930 on 2016/12/12 by Mark.Satterthwaite Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function. Change 3231252 on 2016/12/12 by Marcus.Wassmer Fix NumGPU detection. (SLI only crash) Change 3231486 on 2016/12/12 by Mark.Satterthwaite Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers. Change 3231661 on 2016/12/12 by Mark.Satterthwaite Retain the RHI samplers in MetalRHI to guarantee lifetime. [CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
void FVisualizeTexture::Destroy()
{
VisualizeTextureContent.SafeRelease();
StencilSRV.SafeRelease();
}
FIntRect FVisualizeTexture::ComputeVisualizeTextureRect(FIntPoint InputTextureSize) const
{
FIntRect ret = ViewRect;
FIntPoint ViewExtent = ViewRect.Size();
// set ViewRect
switch(UVInputMapping)
{
// pixel perfect centered (not yet for volume textures)
case 2:
{
FIntPoint Center = ViewExtent / 2;
FIntPoint HalfMin = InputTextureSize / 2;
FIntPoint HalfMax = InputTextureSize - HalfMin;
ret = FIntRect(Center - HalfMin, Center + HalfMax);
break;
}
// whole texture in PIP
case 3:
{
int32 LeftOffset = AspectRatioConstrainedViewRect.Min.X;
int32 BottomOffset = AspectRatioConstrainedViewRect.Max.Y - ViewRect.Max.Y;
ret = FIntRect(LeftOffset + 80, ViewExtent.Y - ViewExtent.Y / 3 - 10 + BottomOffset, ViewExtent.X / 3 + 10, ViewExtent.Y - 10 + BottomOffset) + ViewRect.Min;
break;
}
default:
{
break;
}
}
return ret;
}
void FVisualizeTexture::GenerateContent(FRHICommandListImmediate& RHICmdList, const FSceneRenderTargetItem& RenderTargetItem, const FPooledRenderTargetDesc& Desc)
{
// otherwise StartFrame() wasn't called
check(ViewRect != FIntRect(0, 0, 0, 0))
FTexture2DRHIRef VisTexture = (FTexture2DRHIRef&)RenderTargetItem.ShaderResourceTexture;
if(!IsValidRef(VisTexture) || !Desc.IsValid())
{
// todo: improve
return;
}
FIntRect VisualizeTextureRect = ComputeVisualizeTextureRect(Desc.Extent);
FIntPoint Size = VisualizeTextureRect.Size();
// clamp to reasonable value to prevent crash
Size.X = FMath::Max(Size.X, 1);
Size.Y = FMath::Max(Size.Y, 1);
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
FPooledRenderTargetDesc OutputDesc(FPooledRenderTargetDesc::Create2DDesc(Size, PF_B8G8R8A8, FClearValueBinding(FLinearColor(1, 1, 0, 1)), TexCreate_None, TexCreate_RenderTargetable | TexCreate_ShaderResource, false));
GRenderTargetPool.FindFreeElement(RHICmdList, OutputDesc, VisualizeTextureContent, TEXT("VisualizeTexture"));
if(!VisualizeTextureContent)
{
return;
}
const FSceneRenderTargetItem& DestRenderTarget = VisualizeTextureContent->GetRenderTargetItem();
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
TransitionSetRenderTargetsHelper(RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIParamRef(), FExclusiveDepthStencil::DepthWrite_StencilWrite);
FRHIRenderTargetView RtView = FRHIRenderTargetView(DestRenderTarget.TargetableTexture, ERenderTargetLoadAction::EClear);
FRHISetRenderTargetsInfo Info(1, &RtView, FRHIDepthRenderTargetView());
RHICmdList.SetRenderTargetsAndClear(Info);
FIntPoint RTExtent = FSceneRenderTargets::Get(RHICmdList).GetBufferSizeXY();
FVector2D Tex00 = FVector2D(0, 0);
FVector2D Tex11 = FVector2D(1, 1);
uint32 LocalVisualizeTextureInputMapping = UVInputMapping;
if(!Desc.Is2DTexture())
{
LocalVisualizeTextureInputMapping = 1;
}
// set UV
switch(LocalVisualizeTextureInputMapping)
{
// UV in left top
case 0:
Tex11 = FVector2D((float)ViewRect.Width() / RTExtent.X, (float)ViewRect.Height() / RTExtent.Y);
break;
// whole texture
default:
break;
}
bool bIsDefault = StencilSRVSrc == GBlackTexture->TextureRHI;
bool bDepthStencil = Desc.Is2DTexture() && Desc.Format == PF_DepthStencil;
//clear if this is a new different Stencil buffer, or it's not a stencil buffer and we haven't switched to the default yet.
bool bNeedsClear = bDepthStencil && (StencilSRVSrc != RenderTargetItem.TargetableTexture);
bNeedsClear |= !bDepthStencil && !bIsDefault;
if (bNeedsClear)
{
StencilSRVSrc = nullptr;
StencilSRV.SafeRelease();
}
//always set something into the StencilSRV slot for platforms that require a full resource binding, even if
//dynamic branching will cause them not to be used.
if(bDepthStencil && !StencilSRVSrc)
{
StencilSRVSrc = RenderTargetItem.TargetableTexture;
StencilSRV = RHICreateShaderResourceView((FTexture2DRHIRef&) RenderTargetItem.TargetableTexture, 0, 1, PF_X24_G8);
}
else if(!StencilSRVSrc)
{
StencilSRVSrc = GBlackTexture->TextureRHI;
StencilSRV = RHICreateShaderResourceView((FTexture2DRHIRef&) GBlackTexture->TextureRHI, 0, 1, PF_B8G8R8A8);
}
FVisualizeTextureData VisualizeTextureData(RenderTargetItem, Desc);
// distinguish between standard depth and shadow depth to produce more reasonable default value mapping in the pixel shader.
const bool bDepthTexture = (Desc.TargetableFlags & TexCreate_DepthStencilTargetable) != 0;
const bool bShadowDepth = (Desc.Format == PF_ShadowDepth);
VisualizeTextureData.RGBMul = RGBMul;
VisualizeTextureData.SingleChannelMul = SingleChannelMul;
VisualizeTextureData.SingleChannel = SingleChannel;
VisualizeTextureData.AMul = AMul;
VisualizeTextureData.Tex00 = Tex00;
VisualizeTextureData.Tex11 = Tex11;
VisualizeTextureData.bSaturateInsteadOfFrac = (Flags & 1) != 0;
VisualizeTextureData.InputValueMapping = bShadowDepth ? 2 : (bDepthTexture ? 1 : 0);
VisualizeTextureData.ArrayIndex = ArrayIndex;
VisualizeTextureData.CustomMip = CustomMip;
VisualizeTextureData.StencilSRV = StencilSRV;
if(!(Desc.Flags & TexCreate_CPUReadback)) // We cannot make a texture lookup on such elements
{
SCOPED_DRAW_EVENT(RHICmdList, VisualizeTexture);
// continue rendering to HDR if necessary
RenderVisualizeTexture(RHICmdList, FeatureLevel, VisualizeTextureData);
}
{
SCOPED_DRAW_EVENT(RHICmdList, VisCopy);
RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
VisualizeTextureDesc = Desc;
// save to disk
if(bSaveBitmap)
{
bSaveBitmap = false;
uint32 MipAdjustedExtentX = FMath::Clamp(Desc.Extent.X >> CustomMip, 0, Desc.Extent.X);
uint32 MipAdjustedExtentY = FMath::Clamp(Desc.Extent.Y >> CustomMip, 0, Desc.Extent.Y);
FIntPoint Extent(MipAdjustedExtentX, MipAdjustedExtentY);
FReadSurfaceDataFlags ReadDataFlags;
ReadDataFlags.SetLinearToGamma(false);
ReadDataFlags.SetOutputStencil(bOutputStencil);
ReadDataFlags.SetMip(CustomMip);
FTextureRHIRef Texture = RenderTargetItem.TargetableTexture ? RenderTargetItem.TargetableTexture : RenderTargetItem.ShaderResourceTexture;
check(Texture);
TArray<FColor> Bitmap;
RHICmdList.ReadSurfaceData(Texture, FIntRect(0, 0, Extent.X, Extent.Y), Bitmap, ReadDataFlags);
// if the format and texture type is supported
if(Bitmap.Num())
{
// Create screenshot folder if not already present.
IFileManager::Get().MakeDirectory(*FPaths::ScreenShotDir(), true);
const FString ScreenFileName(FPaths::ScreenShotDir() / TEXT("VisualizeTexture"));
uint32 ExtendXWithMSAA = Bitmap.Num() / Extent.Y;
// Save the contents of the array to a bitmap file. (24bit only so alpha channel is dropped)
FFileHelper::CreateBitmap(*ScreenFileName, ExtendXWithMSAA, Extent.Y, Bitmap.GetData());
UE_LOG(LogConsoleResponse, Display, TEXT("Content was saved to \"%s\""), *FPaths::ScreenShotDir());
}
else
{
UE_LOG(LogConsoleResponse, Error, TEXT("Failed to save BMP for VisualizeTexture, format or texture type is not supported"));
}
}
}
void FVisualizeTexture::PresentContent(FRHICommandListImmediate& RHICmdList, const FViewInfo& View)
{
if(Mode != 0)
{
// old mode is used, lets copy the specified texture to do it similar to the new system
FPooledRenderTarget* Element = GRenderTargetPool.GetElementById(Mode - 1);
if(Element)
{
GenerateContent(RHICmdList, Element->GetRenderTargetItem(), Element->GetDesc());
}
}
const FTexture2DRHIRef& RenderTargetTexture = View.Family->RenderTarget->GetRenderTargetTexture();
if(!VisualizeTextureContent
|| !IsValidRef(RenderTargetTexture)
|| !bEnabled)
{
// visualize feature is deactivated
return;
}
FPooledRenderTargetDesc Desc = VisualizeTextureDesc;
auto& RenderTarget = View.Family->RenderTarget->GetRenderTargetTexture();
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Capsule shadows * Capsule shadows excel at extremely soft area shadows caused by a large light source angle, but don't support accurate self-shadowing * Artists can setup a physics asset containing Spheres and Sphyls (capsules) for a skeletal mesh that will be used to represent the mesh's occlusion * These shapes can then be used for direct shadowing (bCastCapsuleDirectShadow) on a skeletal mesh component, whose softness depends on the light source angle / radius * The shapes can also be used to create an indirect shadow (bCastCapsuleIndirectShadow), whose direction and softness is derived from the precomputed sky occlusion (stationary sky light) or primary indirect lighting (static sky light) * Capsule shadowing is computed at half res and uses tiled deferred culling for efficiency - only implemented for PC SM5 + PS4 so far * Shadowing of movable skylights is not yet supported Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data Basepass drawlist are now merged within a single drawlist. Lighting policy parameters are now accessed through a uniform buffer. Changed the global resource initialization so that InitRHI now comes before InitDynamicRHI #codereview nick.penwarden Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams Remove unused RHI methods: RHIIsDrawingViewport RHIGpuTimeBegin RHIGpuTimeEnd Made default/empty versions of these calls and removed stubs from RHIs that don't use them: RHISuspendRendering RHIResumeRendering RHIIsRenderingSuspended Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lighting channels - each component and light can choose from 3 channels * Primitives output their channel mask to stencil during the base pass, the masks are copied to a texture after the base pass, deferred lighting passes compare the primitive mask against the light's mask * Dynamic shadow casting also respects the channels * Only works on opaque materials, direct lighting, dynamic lighting * Not implemented for tiled deferred atm * This will replace CastsShadowsFromCinematicObjectsOnly in the future #rb Martin.Mittring Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New First pass at separate Async Compute Context #codereview Lee.Clark,Daniel.Wright #rb Gil.Gribb Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering Removed a lot of complexity of the skeletal mesh motionblur code (better for multithreading, simpler, faster) but going from one large buffer to per mesh buffers. Upload of bones only needed once. * GPUSkinCache didn't even work before (in this branch) * tested BasePass velocity * tested split screen * tested editor pause * matinee camera cut (no need, invalidates velocity) * tested CPU Skin? (never has motionblur) * tested CreateSceneProxy (recreation is prevented in CreteSceneProxy unless bone count changes) * test ES2 -featureleveles2 #rb: Rolando.Caloca Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data Embree integration into Lightmass Can be enabled through Lightmass.ini [DevOptions.StaticLighting]bUseEmbree. Also [DevOptions.StaticLighting]bVerifyEmbree will compare ray casting results. Only usable on Win64 with this submit. #review daniel.wright Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering added SSAO CS version, can be enabled with r.AmbientOcclusion.Compute 1 Not optimized yet #rb:Olaf.Piesche Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lightmass solver quality improvements * IndirectLightingScale is no longer applied to photons, avoids splotchy artifacts when using small scales * New 'Lightmass Portal' actor / component which tells the solver where to look for significant lighting. When lighting with a Static Skylight only, in a mostly indoor environment, setting up these portals is the only way to get high quality. * Skylight bounce lighting is now much more accurate and leverages adaptive sampling * Fixed a bug that effectively disabled adaptive sampling on high IndirectLightingQualities * Shadow penumbras are also improved by IndirectLightingQuality * Texel debugging is now a cvar 'r.TexelDebugging', instead of requiring a full recompile Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data Quad Complexity ViewMode (PCD3D_SM5 only). Shader Complexity with Quad Overhead ViewMode (PCD3D_SM5 only). Require ShaderComplexity ViewMode & Show.Visualize.QuadOverhead #review brian.karis Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering improved SSAO quality (less high frequency noise) to avoid TemporalAA smearing Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S DevRendering - Enable removing unused outputs on PS4 shader pipelines, disable by default removing unused on D3D (toggable with r.D3DRemoveUnusedInterpolators) #codereview Marcus.Wassmer Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev Submitting pull request from user Pierdek. Early out of particle collision module update if there are no active particles. #github #1614 Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Fixed the experimental r.RHICmdBalanceParallelLists 2 mode and renabled it for orion. Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Added a path so that texture streaming can avoid flushing the RHI thread. Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Added new PrimitiveComponent setting bSingleSampleShadowFromStationaryLights * When enabled, shadowing of a movable component from a stationary directional light will come from the Volume Lighting Samples precomputed by Lightmass * This provides essentially free on/off shadow receiving on dynamic objects, with a fade over time between states * Lighting has to be rebuilt once for this to work #rb Rolando.Caloca Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Dynamically set stream source to avoid creating a separate drawing policy for each static mesh with vertex colors. #rb Daniel.Wright Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data Enabled Embree by default #review daniel.wright ========================== ALL CHANGELISTS ========================== Change 2720123 on 2015/10/07 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - 'integrate' Tem' Change 2721682 on 2015/10/08 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Eliminated a fatal error ' Change 2721815 on 2015/10/08 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - Fix crash exiti' Change 2724755 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix Tier' Change 2724781 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix offse' Change 2728317 on 2015/10/14 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - hlslcc - Fix fo' Change 2729170 on 2015/10/14 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Force Lightmass volume sample g' Change 2732131 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed resource transition issue' Change 2732218 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code cleanup ' Change 2733533 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Clear stencil to 0 after decals' Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Capsule shadows * Capsule shado' Change 2733546 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Light shaft targets are only al' Change 2733602 on 2015/10/19 by Uriel.Doyon@uriel.doyon_office_data 'Decals not writing to Normal ca' Change 2733627 on 2015/10/19 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix for transition ensure. ' Change 2735292 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for dark lightmap precision' Change 2735298 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for speedtree LOD transitio' Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data 'Basepass drawlist are now merge' Change 2737214 on 2015/10/21 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Expanded a warning when importi' Change 2738581 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Updated comment on stencil usag' Change 2738583 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Changed bound but not set scene' Change 2738584 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed skylight occlusion maps b' Change 2738589 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmap streaming fixes * Chan' Change 2738593 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fix from licensee for race cond' Change 2738982 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Activating CanTickOnAnyThread f' Change 2739032 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Fixing compiler barf with Clang' Change 2741517 on 2015/10/26 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRindering - D3D12 - Integrat' Change 2743790 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed texel debugging on static' Change 2743958 on 2015/10/27 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comments ' Change 2744153 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Unity compile fix ' Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams 'Remove unused RHI methods: RHI' Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lighting channels - each compon' Change 2746242 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix crashes on init by swapping' Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'First pass at separate Async Co' Change 2746296 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Buffer label frees so we don't ' Change 2746297 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'updated comment ' Change 2746343 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746347 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746811 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Draw event for compute commandl' Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Removed a lot of complexity of ' Change 2747127 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Improved game console printout ' Change 2747702 on 2015/10/30 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Bumped Lightmass StaticMesh imp' Change 2747954 on 2015/10/30 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix SubmitDone not called TRC e' Change 2747979 on 2015/10/30 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'polish console autocomplete tex' Change 2750719 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Add Embree 2.7.0 for Win64 and ' Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Embree integration into Lightma' Change 2750872 on 2015/11/02 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2751934 on 2015/11/03 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Disambiguate template function ' Change 2752190 on 2015/11/03 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed assert relating to ' Change 2752333 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Shader pipeline ' Change 2752655 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - Fix Materials pa' Change 2752710 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2752711 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added better comment/help text ' Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added SSAO CS version, can be e' Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmass solver quality improv' Change 2752869 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Add shader pipel' Change 2752882 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - hlslcc - Metal -' Change 2752899 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'small SSAO GPU optimization mov' Change 2752934 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor GPU optimization for SSAO' Change 2753109 on 2015/11/03 by Uriel.Doyon@uriel.doyon_office_data 'Fixed final build ' Change 2753669 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed SM4 compiling ' Change 2754002 on 2015/11/04 by Nick.Penwarden@nickp_streams 'test change ' Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data 'Quad Complexity ViewMode (PCD3D' Change 2754115 on 2015/11/04 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed end of frame update' Change 2754297 on 2015/11/04 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'PS4 compile fixes #codereview U' Change 2754405 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor SSAO ALU optimizations fi' Change 2754512 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'adjusted clamp for cvar ' Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'improved SSAO quality (less hig' Change 2755572 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - PS4 warning fix ' Change 2755667 on 2015/11/05 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed UE-22742, leak in t' Change 2755722 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Remove unused co' Change 2755814 on 2015/11/05 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2755935 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Rebuild static m' Change 2756003 on 2015/11/05 by Uriel.Doyon@uriel.doyon_office_data 'Reduce the number of precompute' Change 2756145 on 2015/11/05 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Temp fix for GPU crash #rb none' Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Enable removing ' Change 2756435 on 2015/11/05 by Olaf.Piesche@Olaf.Piesche_roaming 'Disabling a check, to fix OR-85' Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev 'Submitting pull request from us' Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed the experimental r.' Change 2757341 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Changed the RHI thread di' Change 2757342 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed lazy uniform buffer' Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Added a path so that text' Change 2757500 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Add FrameSync to externalprofil' Change 2757650 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'GBuffer should only be consider' Change 2757665 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'UE-22816 Instruction count is n' Change 2757834 on 2015/11/06 by Michael.Trepka@Michael.Trepka_a4202_Dev-Rendering 'Embree integration into Lightma' Change 2757930 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix UT ensure #rb Peter.Knepley' Change 2757931 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix Ocean ensure #rb josh.ander' Change 2757946 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Removed invalid Lightmass asser' Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Added new PrimitiveComponent se' Change 2758049 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'OR-8600 CRASH: AllocationLeveli' Change 2758059 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'r.DumpTransitionsForResource #r' Change 2758082 on 2015/11/06 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix resource tra' Change 2758879 on 2015/11/09 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix PSSL names f' Change 2758911 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed accidental force di' Change 2758968 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled single frame buffer us' Change 2758991 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix togglerhithread crash #rb G' Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Dynamically set stream so' Change 2759063 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed UE-22368 CLONE - GitHub 1' Change 2759073 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code quality improvements' Change 2759501 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix particle ensure. ' Change 2759522 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix decals using CustomStencil.' Change 2759610 on 2015/11/09 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed line light source shadows' Change 2759634 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Refined GBufferA resolving when' Change 2759657 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Fixed ResourceTransition with r' Change 2759693 on 2015/11/09 by Rolando.Caloca@Rolando.Caloca_T4688_S 'DevRendering - Fixed global sha' Change 2759771 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Fixed editor hit proxy renderin' Change 2760188 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled some more deferred dec' Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data 'Enabled Embree by default #revi' [CL 2761339 by Nick Penwarden in Main branch]
2015-11-10 17:11:09 -05:00
SetRenderTarget(RHICmdList, RenderTarget, FTextureRHIRef(), true);
RHICmdList.SetViewport(0, 0, 0.0f, RenderTarget->GetSizeX(), RenderTarget->GetSizeY(), 1.0f);
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
FGraphicsPipelineStateInitializer GraphicsPSOInit;
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
auto ShaderMap = View.ShaderMap;
TShaderMapRef<FPostProcessVS> VertexShader(ShaderMap);
TShaderMapRef<FVisualizeTexturePresentPS> PixelShader(ShaderMap);
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
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
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
VertexShader->SetParameters(RHICmdList, View.ViewUniformBuffer);
PixelShader->SetParameters(RHICmdList, View, *VisualizeTextureContent);
FIntRect DestRect = View.ViewRect;
FIntRect VisualizeTextureRect = ComputeVisualizeTextureRect(Desc.Extent);
{
SCOPED_DRAW_EVENT(RHICmdList, VisCopyToMain);
// Draw a quad mapping scene color to the view's render target
DrawRectangle(
RHICmdList,
VisualizeTextureRect.Min.X, VisualizeTextureRect.Min.Y,
VisualizeTextureRect.Width(), VisualizeTextureRect.Height(),
0, 0,
VisualizeTextureRect.Width(), VisualizeTextureRect.Height(),
FIntPoint(RenderTarget->GetSizeX(), RenderTarget->GetSizeY()),
VisualizeTextureRect.Size(),
*VertexShader,
EDRF_Default);
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3055495 on 2016/07/19 by Marc.Olano Allow Noise material node on mobile No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions. #jira UE-33345 Change 3055602 on 2016/07/19 by Luke.Thatcher Fix crash bug in D3D11 RHI when selecting adapters. - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device). #jira UE-33236 Change 3055890 on 2016/07/19 by Daniel.Wright Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was Change 3055891 on 2016/07/19 by Daniel.Wright Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports * This will effectively double partial distiance field update costs until clipping of the update regions is implemented Change 3055892 on 2016/07/19 by Daniel.Wright Higher poly light source shapes drawn into reflection captures Change 3055893 on 2016/07/19 by Daniel.Wright More info to 'Incompatible surface format' GNM assert Change 3055904 on 2016/07/19 by Daniel.Wright Reflection environment normalization improvements * Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely. * When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene. * Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data. * The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness * Removed unused r.DiffuseFromCaptures * Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8 Change 3055905 on 2016/07/19 by Daniel.Wright Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV Change 3059486 on 2016/07/21 by Nick.Penwarden Testing #uecritical Change 3060558 on 2016/07/21 by Daniel.Wright Fixed skylight with specified cubemap being black Change 3061999 on 2016/07/22 by Marcus.Wassmer Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up. Change 3062241 on 2016/07/22 by Daniel.Wright Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms Change 3062244 on 2016/07/22 by Daniel.Wright Discard old prenormalized reflection environment data on load Change 3062283 on 2016/07/22 by Daniel.Wright MSAA support for the forward renderer * AntiAliasing method is chosen in Rendering project settings, DefaultSettings category * Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing * Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA * The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content * Added r.MSAACount which defaults to 4 * Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve * GBuffer targets are no longer allocated when using the forward renderer * Decal blend modes that write to the GBuffer fall back to SceneColor emissive only Change 3062666 on 2016/07/23 by Uriel.Doyon Added legend to streaming accuracy viewmodes Added a new helper class FRenderTargetTemp to be reused in different canvas rendering. Exposed the pass through pixel shader so that it can be reused. #review-3058986 @marcus.wassmer Change 3063023 on 2016/07/25 by Luke.Thatcher Fix "RecompileShaders Changed" when using Cook On The Fly. #jira UE-33573 Change 3063078 on 2016/07/25 by Ben.Woodhouse Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc Change 3063315 on 2016/07/25 by Ben.Woodhouse Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3063897 on 2016/07/25 by Uriel.Doyon Fixed missing qualifier on interpolants Change 3064559 on 2016/07/26 by Ben.Woodhouse Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3064896 on 2016/07/26 by Ben.Woodhouse Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16) Change 3064913 on 2016/07/26 by Ben.Marsh Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings. Change 3065326 on 2016/07/26 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3065541 on 2016/07/26 by Daniel.Wright Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading Change 3065543 on 2016/07/26 by Daniel.Wright Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 Change 3065545 on 2016/07/26 by Daniel.Wright Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale. Fixed reflection capture feedback with base pass reflections Change 3066783 on 2016/07/27 by Daniel.Wright Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3) Change 3066794 on 2016/07/27 by Daniel.Wright Fixed crash rendering planar reflections due to NULL PostProcessSettings Change 3067412 on 2016/07/27 by Daniel.Wright Fix for OpenGL4 with uint interpolator Change 3068470 on 2016/07/28 by Daniel.Wright Fixed crash rendering translucency with translucent shadows which were determined to be invisible Change 3069046 on 2016/07/28 by Daniel.Wright Handle null Family in SetupAntiAliasingMethod Change 3069059 on 2016/07/28 by Daniel.Wright Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface) Change 3069391 on 2016/07/28 by Daniel.Wright Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright Change 3070369 on 2016/07/29 by Daniel.Wright r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing Change 3070370 on 2016/07/29 by Daniel.Wright Bumped reflection capture DDC version to get rid of legacy prenormalized data Change 3070680 on 2016/07/29 by Marcus.Wassmer Fix slate ensure that is most likely a timing issue exposed by rendering. #ue-33902 Change 3070811 on 2016/07/29 by Marcus.Wassmer Fix ProjectLauncher errors when loading old versions #ue-33939 Change 3070971 on 2016/07/29 by Uriel.Doyon Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory Change 3071452 on 2016/07/31 by Uriel.Doyon Updated the legend description for the (texture streaming) primitive distance accuracy view mode [CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
FRenderTargetTemp TempRenderTarget(View, View.UnscaledViewRect.Size());
FCanvas Canvas(&TempRenderTarget, NULL, View.Family->CurrentRealTime, View.Family->CurrentWorldTime, View.Family->DeltaWorldTime, View.GetFeatureLevel());
float X = 100 + View.ViewRect.Min.X;
float Y = 160 + View.ViewRect.Min.Y;
float YStep = 14;
{
uint32 ReuseCount = ObservedDebugNameReusedCurrent;
FString ExtendedName;
if(ReuseCount)
{
uint32 ReuseGoal = FMath::Min(ReuseCount - 1, ObservedDebugNameReusedGoal);
// was reused this frame
ExtendedName = FString::Printf(TEXT("%s@%d @0..%d"), Desc.DebugName, ReuseGoal, ReuseCount - 1);
}
else
{
// was not reused this frame but can be referenced
ExtendedName = FString::Printf(TEXT("%s"), Desc.DebugName);
}
FString Channels = TEXT("RGB");
switch( SingleChannel )
{
case 0: Channels = TEXT("R"); break;
case 1: Channels = TEXT("G"); break;
case 2: Channels = TEXT("B"); break;
case 3: Channels = TEXT("A"); break;
}
float Multiplier = ( SingleChannel == -1 ) ? RGBMul : SingleChannelMul;
FString Line = FString::Printf(TEXT("VisualizeTexture: %d \"%s\" %s*%g UV%d"),
Mode,
*ExtendedName,
*Channels,
Multiplier,
UVInputMapping);
Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
}
{
FString Line = FString::Printf(TEXT(" TextureInfoString(): %s"), *(Desc.GenerateInfoString()));
Canvas.DrawShadowedString( X + 10, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
}
{
FString Line = FString::Printf(TEXT(" BufferSize:(%d,%d)"), FSceneRenderTargets::Get(RHICmdList).GetBufferSizeXY().X, FSceneRenderTargets::Get(RHICmdList).GetBufferSizeXY().Y);
Canvas.DrawShadowedString( X + 10, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
}
const FSceneViewFamily& ViewFamily = *View.Family;
for(int32 ViewId = 0; ViewId < ViewFamily.Views.Num(); ++ViewId)
{
const FSceneView& ViewIt = *ViewFamily.Views[ViewId];
FString Line = FString::Printf(TEXT(" View #%d: (%d,%d)-(%d,%d)"), ViewId + 1,
ViewIt.ViewRect.Min.X, ViewIt.ViewRect.Min.Y, ViewIt.ViewRect.Max.X, ViewIt.ViewRect.Max.Y);
Canvas.DrawShadowedString( X + 10, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
}
X += 40;
if(Desc.Flags & TexCreate_CPUReadback)
{
Canvas.DrawShadowedString( X, Y += YStep, TEXT("Content cannot be visualized on the GPU (TexCreate_CPUReadback)"), GetStatsFont(), FLinearColor(1,1,0));
}
else
{
Canvas.DrawShadowedString( X, Y += YStep, TEXT("Blinking Red: <0"), GetStatsFont(), FLinearColor(1,0,0));
Canvas.DrawShadowedString( X, Y += YStep, TEXT("Blinking Blue: NAN or Inf"), GetStatsFont(), FLinearColor(0,0,1));
// add explicit legend for SceneDepth and ShadowDepth as the display coloring is an artificial choice.
const bool bDepthTexture = (Desc.TargetableFlags & TexCreate_DepthStencilTargetable) != 0;
const bool bShadowDepth = (Desc.Format == PF_ShadowDepth);
if (bShadowDepth)
{
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Color Key: Linear with white near and teal distant"), GetStatsFont(), FLinearColor(54.f / 255.f, 117.f / 255.f, 136.f / 255.f));
}
else if (bDepthTexture)
{
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Color Key: Nonlinear with white distant"), GetStatsFont(), FLinearColor(0.5, 0, 0));
}
}
Canvas.Flush_RenderThread(RHICmdList);
}
void FVisualizeTexture::SetObserveTarget(const FString& InObservedDebugName, uint32 InObservedDebugNameReusedGoal)
{
ObservedDebugName = InObservedDebugName;
ObservedDebugNameReusedGoal = InObservedDebugNameReusedGoal;
}
void FVisualizeTexture::SetCheckPoint(FRHICommandList& RHICmdList, const IPooledRenderTarget* PooledRenderTarget)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
check(IsInRenderingThread());
if (!PooledRenderTarget || !bEnabled)
{
// Don't checkpoint on ES2 to avoid TMap alloc/reallocations
return;
}
const FSceneRenderTargetItem& RenderTargetItem = PooledRenderTarget->GetRenderTargetItem();
const FPooledRenderTargetDesc& Desc = PooledRenderTarget->GetDesc();
const TCHAR* DebugName = Desc.DebugName;
uint32* UsageCountPtr = VisualizeTextureCheckpoints.Find(DebugName);
if(!UsageCountPtr)
{
// create a new element with count 0
UsageCountPtr = &VisualizeTextureCheckpoints.Add(DebugName, 0);
}
// is this is the name we are observing with visualize texture?
// First check if we need to find anything to avoid string the comparison
if (!ObservedDebugName.IsEmpty() && ObservedDebugName == DebugName)
{
// if multiple times reused during the frame, is that the one we want to look at?
if(*UsageCountPtr == ObservedDebugNameReusedGoal || ObservedDebugNameReusedGoal == 0xffffffff)
{
FRHICommandListImmediate& RHICmdListIm = FRHICommandListExecutor::GetImmediateCommandList();
if (RHICmdListIm.IsExecuting())
{
UE_LOG(LogConsoleResponse, Fatal, TEXT("We can't create a checkpoint because that requires the immediate commandlist, which is currently executing. You might try disabling parallel rendering."));
}
else
{
if (&RHICmdList != &RHICmdListIm)
{
UE_LOG(LogConsoleResponse, Warning, TEXT("Attempt to checkpoint a render target from a non-immediate command list. We will flush it and hope that works. If it doesn't you might try disabling parallel rendering."));
RHICmdList.Flush();
}
GenerateContent(RHICmdListIm, RenderTargetItem, Desc);
if (&RHICmdList != &RHICmdListIm)
{
RHICmdListIm.Flush();
}
}
}
}
// only needed for VisualizeTexture (todo: optimize out when possible)
*UsageCountPtr = *UsageCountPtr + 1;
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
struct FSortedLines
{
FString Line;
int32 SortIndex;
uint32 PoolIndex;
FORCEINLINE bool operator<( const FSortedLines &B ) const
{
// first large ones
if(SortIndex < B.SortIndex)
{
return true;
}
if(SortIndex > B.SortIndex)
{
return false;
}
return Line < B.Line;
}
};
void FVisualizeTexture::DebugLog(bool bExtended)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
{
TArray<FSortedLines> SortedLines;
for(uint32 i = 0, Num = GRenderTargetPool.GetElementCount(); i < Num; ++i)
{
FPooledRenderTarget* RT = GRenderTargetPool.GetElementById(i);
if(!RT)
{
continue;
}
FPooledRenderTargetDesc Desc = RT->GetDesc();
if(bFullList || (Desc.Flags & TexCreate_HideInVisualizeTexture) == 0)
{
uint32 SizeInKB = (RT->ComputeMemorySize() + 1023) / 1024;
FString UnusedStr;
if(RT->GetUnusedForNFrames() > 0)
{
if(!bFullList)
{
continue;
}
UnusedStr = FString::Printf(TEXT(" unused(%d)"), RT->GetUnusedForNFrames());
}
FSortedLines Element;
Element.PoolIndex = i;
// sort by index
Element.SortIndex = i;
FString InfoString = Desc.GenerateInfoString();
if(SortOrder == -1)
{
// constant works well with the average name length
const uint32 TotelSpacerSize = 36;
uint32 SpaceCount = FMath::Max<int32>(0, TotelSpacerSize - InfoString.Len());
for(uint32 Space = 0; Space < SpaceCount; ++Space)
{
InfoString.AppendChar((TCHAR)' ');
}
// sort by index
Element.Line = FString::Printf(TEXT("%s %s %d KB%s"), *InfoString, Desc.DebugName, SizeInKB, *UnusedStr);
}
else if(SortOrder == 0)
{
// sort by name
Element.Line = FString::Printf(TEXT("%s %s %d KB%s"), Desc.DebugName, *InfoString, SizeInKB, *UnusedStr);
Element.SortIndex = 0;
}
else if(SortOrder == 1)
{
// sort by size (large ones first)
Element.Line = FString::Printf(TEXT("%d KB %s %s%s"), SizeInKB, *InfoString, Desc.DebugName, *UnusedStr);
Element.SortIndex = -(int32)SizeInKB;
}
else
{
check(0);
}
if(Desc.Flags & TexCreate_FastVRAM)
{
FRHIResourceInfo Info;
FTextureRHIRef Texture = RT->GetRenderTargetItem().ShaderResourceTexture;
if(!IsValidRef(Texture))
{
Texture = RT->GetRenderTargetItem().TargetableTexture;
}
if(IsValidRef(Texture))
{
RHIGetResourceInfo(Texture, Info);
}
if(Info.VRamAllocation.AllocationSize)
{
// note we do KB for more readable numbers but this can cause quantization loss
Element.Line += FString::Printf(TEXT(" VRamInKB(Start/Size):%d/%d"),
Info.VRamAllocation.AllocationStart / 1024,
(Info.VRamAllocation.AllocationSize + 1023) / 1024);
}
else
{
Element.Line += TEXT(" VRamInKB(Start/Size):<NONE>");
}
}
SortedLines.Add(Element);
}
}
SortedLines.Sort();
{
for(int32 Index = 0; Index < SortedLines.Num(); Index++)
{
const FSortedLines& Entry = SortedLines[Index];
UE_LOG(LogConsoleResponse, Log, TEXT(" %3d = %s"), Entry.PoolIndex + 1, *Entry.Line);
}
}
// clean flags for next use
bFullList = false;
SortOrder = -1;
}
UE_LOG(LogConsoleResponse, Log, TEXT(""));
// log names (alternative method to look at the rendertargets)
if(bExtended)
{
UE_LOG(LogConsoleResponse, Log, TEXT("CheckpointName (what was rendered this frame, use <Name>@<Number> to get intermediate versions):"));
TArray<FString> Entries;
// sorted by pointer for efficiency, now we want to print sorted alphabetically
Merging Dev->Main up to CL#2467337 using UE4-Fortnite-To-UE4. * CL#2446826 Lukasz.Furman Back out changelist 2445212 Broken direct paths to goal, will fix it soon. * CL#2446871 Lukasz.Furman fixed path updates of direct path (FAbstractNavigationPath) #fortnite * CL#2447293 John.Abercrombie Resubmit CL 2443888 - Looks like things are working correctly, potentially due to my changes in CL 2444830 (Back out changelist 2443888 - which backed out CL 2443888 originally) * CL#2447787 Ben.Zeigler #UE4 Fix for cooking gameplay cue notifies, keep hard references to them during cooking as they get GCd out otherwise * CL#2448460 Lukasz.Furman added cleanup for duplicated subtree assets on behavior tree graph save #fortnite * CL#2449132 David.Nikdel #UE4 #DataTable #JSON: Added WriteRowAsJSON to serialize a single row from a table to Json and adjusted WriteTableAsJSON to use this internally * CL#2449208 Fred.Kimberley Fix crashes when compiling some blueprints. A recent change (2447719) added a one frame delay during blueprint compiling where some data may be NULL. Added null checks to handle this situation. #ue4 * CL#2449329 Josh.Andersen #engine - Added more info to an assert that can happen in an animsequence at runtime. * CL#2449869 sebastian.kowalczyk Changed timer in visual logger to use FTimerHandle. Fixed possible issue with missing log on LogVisualizer timeline. * CL#2450394 John.Abercrombie Part of the fix for FORT-4986 - Blaster will become inactive towards a specific player if player goes out of range during the blasters attack. - The set next montage section and wait was using callbacks from the end of the animation, rather than when it is blended out - Fixed up function names to match the functionality of animations blending out rather than the animation ended * CL#2451683 Josh.Andersen #engine - Enhanced PlaySlotAnimation by allowing looping counts as a parameter. Enhanced StopSlotAnimation by adding the ability to stop only a specific slot node. * CL#2452151 Ben.Zeigler #UE4 Fix ability block tags to correctly handle parent expansion, we want to expand the parents of the ability we're checking, not the blocked tags Fix it so AbilitySystemComponent::PlayMontage correctly sets the start section if called on a predicted client * CL#2452733 Ben.Zeigler #UE4 Fix replication bug where an actor without a root component was treated as being at 0,0,0 for computing net priority, leading to different priority based on facing direction * CL#2453024 Lukasz.Furman added navigation filter to EQS pathfinding tests * CL#2453422 Ben.Zeigler #UE4 Fix bug with FGameplayTagCountContainer, where if you added A, then A.B, then removed A, then removed A.B, A would still be in the explicit tag list. Switch to using a separate map for explicitly added tags * CL#2453874 Josh.Markiewicz #UE4 - check that the http module is available before attempting to remove pending http requests in mcp - prevents an assert in the http module that it was unloaded based on shutdown order of modules and timing of pending requests at shutdown * CL#2453906 Josh.Markiewicz #UE4 - added IsValid function to party reservation structure - added a few more checks to validate input on reservation request - prevent empty or invalid reservation ids on reservation requests * CL#2454211 Bob.Tellez #UE4 CategoryText for tags that were added by being parent tags of others is now properly registered when inserting tags into the tag manager tree. * CL#2454353 Billy.Bramer - Fixes for issues in GE pending list implementation: - PendingAdds could become out of sync due to additional removals or additions occuring during a scope lock; Removed pending add integer optimization to guarantee accuracy - GetActiveGameplayEffect(Idx) could return results in the pending list that weren't actually being actively used at the moment - RemoveActiveEffects needs to scope lock because removals can cause additional removals earlier in the array * CL#2454740 Laurent.Delayen Fixed SlotNode being registered multiple times when inside of a State. (Triggered by FAnimNode_StateMachine::SetState) * CL#2455611 Ben.Zeigler #UE4 Changes to GameplayCue handling to improve network performance: Add wrapper to FGameplayCueManager to handle batching together Execute gameplay cues. FScopedGameplayCueSendContext can be used to create a batched context, cues created during that period will all be sent after the context falls out of scope. Subclasses of GameplayCueManager can implement ProcessPendingCueExecute to do processing on the execute cues before networking and display. Fixed bug where Remove cue events would be sent twice for loose cues, deleted the RPC. Fixed bug where WhileActive/Removed cue events would happen twice on a predicted client * CL#2455653 Ben.Zeigler #UE4 Add code to support checking networking conditions like OwnerOnly for custom delta serialization used by fast tarray serialization. They were ignored before and it always replicated. * CL#2455995 Lukasz.Furman fixed losing pending task execution data after failed search attempt * CL#2456247 John.Abercrombie - The FBlackboardKeySelector ActorToCheck's KeyID is an invalid value for some reason (only occurs in cooked content) - Made it so if we detect an invalid KeyID we get the correct KeyID at runtime - This could be causing problems elsewhere, but it'll at least fix this particular issue on AIs for now - Not marking the bug fixed because it needs a real fix, this code will be removed. Passing to Lukasz. * CL#2456854 John.Abercrombie Fixed crash when writing to VLog while it was making a string with invalid data * CL#2457309 Eric.Newman Don't update LastUserInteractionTime for WindowActivated events unless it was mouse triggered. This fixes an issue where "kicked from game" popups would cause the user to be treated as active. * CL#2457658 Sammy.James Double-Deferred Slate Widgets will now properly render :) * CL#2458196 Lukasz.Furman proper fix for UBTDecorator_CheckGameplayTagsOnActor * CL#2458334 sebastian.kowalczyk Fix for issue "Pause does not stop the Visual Logger from recording data while PIEing with dedicated server". * CL#2459893 Billy.Bramer [FORT-6059] Add GE removal tech necessary to support Phil fixing AE damage clouds - Add RemoveActiveGameplayEffectBySourceEffect to ability system component (implemented via CustomMatch delegate in query so as to avoid risking query changes before OT2; query needs a refactor in general) - Change CustomMatch query delegate to take the active effect by reference instead of making copies - Fix bug with stacking where the stacking limit could be completely ignored on aggregate by target stacks if the newly added effect didn't have a valid instigator ASC (can happen on delayed application like via projectiles) * CL#2462362 Daniel.Broder Minor cleanup while investigating a crash: In FBlueprintVarActionDetails::PopulateCategories: * Split up check with && into two separate checks so the exact issue can be seen * Replaced repeated calls to MyBlueprint->GetBlueprintObj() with Blueprint, which already existed and was already assigned to that value. * Made a few spacing discrepancies consistent within the function. * CL#2462580 John.Abercrombie Added a decorator that can set a tag cooldown but does not test affect BT execution flow * CL#2463013 John.Abercrombie Added extra info to VLog when we need to smash something as part of our path. - Exposed the PathFollowing log category outside of the AI Module * CL#2463138 Josh.Markiewicz #UE4 - found some compile errors when LOG_SLATE_EVENTS is 1 - doesn't actually make it work, but they were compile errors * CL#2464208 Ben.Zeigler #UE4 Flush MustBeMappedGUIDs list after flushing dormancy, those avoids warnings the next time something is replicated * CL#2464231 Josh.Markiewicz #UE4 - added more descriptions to party beacon return results * CL#2466155 Lukasz.Furman added batch pathfinding test for EQS * CL#2466237 Lukasz.Furman EQS generators will now cache NavLocation of items if navmesh projection is enabled * CL#2466356 Lukasz.Furman added support for deprecated nodes in EQS editor * CL#2466358 Lukasz.Furman pathing grid EQS generator is now deprecated * CL#2466439 Lukasz.Furman added failsafe in EQS editor for recreating missing nodes * CL#2466643 Josh.Markiewicz #UE4 - removed cached "is talking" value as it doesn't persist across various travel mechanisms. Start/StopTalking handle their own state. * CL#2466813 Laurent.Delayen Fix for weapons not showing aiming angle on simulated proxies. * CL#2467308 Bob.Tellez #UE4 Fixed an issue where when following a redirector, a non-PIE world will be changed to the PIE world type. Also removed some log spam related to worlds while streaming. [CL 2474673 by Bob Tellez in Main branch]
2015-03-10 21:41:11 -04:00
for (TMap<const TCHAR*, uint32>:: TIterator It(GRenderTargetPool.VisualizeTexture.VisualizeTextureCheckpoints); It; ++It)
{
Merging Dev->Main up to CL#2467337 using UE4-Fortnite-To-UE4. * CL#2446826 Lukasz.Furman Back out changelist 2445212 Broken direct paths to goal, will fix it soon. * CL#2446871 Lukasz.Furman fixed path updates of direct path (FAbstractNavigationPath) #fortnite * CL#2447293 John.Abercrombie Resubmit CL 2443888 - Looks like things are working correctly, potentially due to my changes in CL 2444830 (Back out changelist 2443888 - which backed out CL 2443888 originally) * CL#2447787 Ben.Zeigler #UE4 Fix for cooking gameplay cue notifies, keep hard references to them during cooking as they get GCd out otherwise * CL#2448460 Lukasz.Furman added cleanup for duplicated subtree assets on behavior tree graph save #fortnite * CL#2449132 David.Nikdel #UE4 #DataTable #JSON: Added WriteRowAsJSON to serialize a single row from a table to Json and adjusted WriteTableAsJSON to use this internally * CL#2449208 Fred.Kimberley Fix crashes when compiling some blueprints. A recent change (2447719) added a one frame delay during blueprint compiling where some data may be NULL. Added null checks to handle this situation. #ue4 * CL#2449329 Josh.Andersen #engine - Added more info to an assert that can happen in an animsequence at runtime. * CL#2449869 sebastian.kowalczyk Changed timer in visual logger to use FTimerHandle. Fixed possible issue with missing log on LogVisualizer timeline. * CL#2450394 John.Abercrombie Part of the fix for FORT-4986 - Blaster will become inactive towards a specific player if player goes out of range during the blasters attack. - The set next montage section and wait was using callbacks from the end of the animation, rather than when it is blended out - Fixed up function names to match the functionality of animations blending out rather than the animation ended * CL#2451683 Josh.Andersen #engine - Enhanced PlaySlotAnimation by allowing looping counts as a parameter. Enhanced StopSlotAnimation by adding the ability to stop only a specific slot node. * CL#2452151 Ben.Zeigler #UE4 Fix ability block tags to correctly handle parent expansion, we want to expand the parents of the ability we're checking, not the blocked tags Fix it so AbilitySystemComponent::PlayMontage correctly sets the start section if called on a predicted client * CL#2452733 Ben.Zeigler #UE4 Fix replication bug where an actor without a root component was treated as being at 0,0,0 for computing net priority, leading to different priority based on facing direction * CL#2453024 Lukasz.Furman added navigation filter to EQS pathfinding tests * CL#2453422 Ben.Zeigler #UE4 Fix bug with FGameplayTagCountContainer, where if you added A, then A.B, then removed A, then removed A.B, A would still be in the explicit tag list. Switch to using a separate map for explicitly added tags * CL#2453874 Josh.Markiewicz #UE4 - check that the http module is available before attempting to remove pending http requests in mcp - prevents an assert in the http module that it was unloaded based on shutdown order of modules and timing of pending requests at shutdown * CL#2453906 Josh.Markiewicz #UE4 - added IsValid function to party reservation structure - added a few more checks to validate input on reservation request - prevent empty or invalid reservation ids on reservation requests * CL#2454211 Bob.Tellez #UE4 CategoryText for tags that were added by being parent tags of others is now properly registered when inserting tags into the tag manager tree. * CL#2454353 Billy.Bramer - Fixes for issues in GE pending list implementation: - PendingAdds could become out of sync due to additional removals or additions occuring during a scope lock; Removed pending add integer optimization to guarantee accuracy - GetActiveGameplayEffect(Idx) could return results in the pending list that weren't actually being actively used at the moment - RemoveActiveEffects needs to scope lock because removals can cause additional removals earlier in the array * CL#2454740 Laurent.Delayen Fixed SlotNode being registered multiple times when inside of a State. (Triggered by FAnimNode_StateMachine::SetState) * CL#2455611 Ben.Zeigler #UE4 Changes to GameplayCue handling to improve network performance: Add wrapper to FGameplayCueManager to handle batching together Execute gameplay cues. FScopedGameplayCueSendContext can be used to create a batched context, cues created during that period will all be sent after the context falls out of scope. Subclasses of GameplayCueManager can implement ProcessPendingCueExecute to do processing on the execute cues before networking and display. Fixed bug where Remove cue events would be sent twice for loose cues, deleted the RPC. Fixed bug where WhileActive/Removed cue events would happen twice on a predicted client * CL#2455653 Ben.Zeigler #UE4 Add code to support checking networking conditions like OwnerOnly for custom delta serialization used by fast tarray serialization. They were ignored before and it always replicated. * CL#2455995 Lukasz.Furman fixed losing pending task execution data after failed search attempt * CL#2456247 John.Abercrombie - The FBlackboardKeySelector ActorToCheck's KeyID is an invalid value for some reason (only occurs in cooked content) - Made it so if we detect an invalid KeyID we get the correct KeyID at runtime - This could be causing problems elsewhere, but it'll at least fix this particular issue on AIs for now - Not marking the bug fixed because it needs a real fix, this code will be removed. Passing to Lukasz. * CL#2456854 John.Abercrombie Fixed crash when writing to VLog while it was making a string with invalid data * CL#2457309 Eric.Newman Don't update LastUserInteractionTime for WindowActivated events unless it was mouse triggered. This fixes an issue where "kicked from game" popups would cause the user to be treated as active. * CL#2457658 Sammy.James Double-Deferred Slate Widgets will now properly render :) * CL#2458196 Lukasz.Furman proper fix for UBTDecorator_CheckGameplayTagsOnActor * CL#2458334 sebastian.kowalczyk Fix for issue "Pause does not stop the Visual Logger from recording data while PIEing with dedicated server". * CL#2459893 Billy.Bramer [FORT-6059] Add GE removal tech necessary to support Phil fixing AE damage clouds - Add RemoveActiveGameplayEffectBySourceEffect to ability system component (implemented via CustomMatch delegate in query so as to avoid risking query changes before OT2; query needs a refactor in general) - Change CustomMatch query delegate to take the active effect by reference instead of making copies - Fix bug with stacking where the stacking limit could be completely ignored on aggregate by target stacks if the newly added effect didn't have a valid instigator ASC (can happen on delayed application like via projectiles) * CL#2462362 Daniel.Broder Minor cleanup while investigating a crash: In FBlueprintVarActionDetails::PopulateCategories: * Split up check with && into two separate checks so the exact issue can be seen * Replaced repeated calls to MyBlueprint->GetBlueprintObj() with Blueprint, which already existed and was already assigned to that value. * Made a few spacing discrepancies consistent within the function. * CL#2462580 John.Abercrombie Added a decorator that can set a tag cooldown but does not test affect BT execution flow * CL#2463013 John.Abercrombie Added extra info to VLog when we need to smash something as part of our path. - Exposed the PathFollowing log category outside of the AI Module * CL#2463138 Josh.Markiewicz #UE4 - found some compile errors when LOG_SLATE_EVENTS is 1 - doesn't actually make it work, but they were compile errors * CL#2464208 Ben.Zeigler #UE4 Flush MustBeMappedGUIDs list after flushing dormancy, those avoids warnings the next time something is replicated * CL#2464231 Josh.Markiewicz #UE4 - added more descriptions to party beacon return results * CL#2466155 Lukasz.Furman added batch pathfinding test for EQS * CL#2466237 Lukasz.Furman EQS generators will now cache NavLocation of items if navmesh projection is enabled * CL#2466356 Lukasz.Furman added support for deprecated nodes in EQS editor * CL#2466358 Lukasz.Furman pathing grid EQS generator is now deprecated * CL#2466439 Lukasz.Furman added failsafe in EQS editor for recreating missing nodes * CL#2466643 Josh.Markiewicz #UE4 - removed cached "is talking" value as it doesn't persist across various travel mechanisms. Start/StopTalking handle their own state. * CL#2466813 Laurent.Delayen Fix for weapons not showing aiming angle on simulated proxies. * CL#2467308 Bob.Tellez #UE4 Fixed an issue where when following a redirector, a non-PIE world will be changed to the PIE world type. Also removed some log spam related to worlds while streaming. [CL 2474673 by Bob Tellez in Main branch]
2015-03-10 21:41:11 -04:00
const TCHAR* Key = It.Key();
uint32 Value = It.Value();
/* if(Value)
{
// was reused this frame
Entries.Add(FString::Printf(TEXT("%s @0..%d"), *Key.GetPlainNameString(), Value - 1));
}
else
*/ {
// was not reused this frame but can be referenced
Entries.Add(Key);
}
}
Entries.Sort();
// that number works well with the name length we have
const uint32 ColumnCount = 5;
const uint32 SpaceBetweenColumns = 1;
uint32 ColumnHeight = FMath::DivideAndRoundUp((uint32)Entries.Num(), ColumnCount);
// width of the column in characters, init with 0
uint32 ColumnWidths[ColumnCount] = {};
for(int32 Index = 0; Index < Entries.Num(); ++Index)
{
uint32 Column = Index / ColumnHeight;
const FString& Entry = *Entries[Index];
ColumnWidths[Column] = FMath::Max(ColumnWidths[Column], (uint32)Entry.Len());
}
// print them sorted, if possible multiple in a line
{
FString Line;
for(int32 OutputIndex = 0; OutputIndex < Entries.Num(); ++OutputIndex)
{
// 0..ColumnCount-1
uint32 Column = OutputIndex % ColumnCount;
int32 Row = OutputIndex / ColumnCount;
uint32 Index = Row + Column * ColumnHeight;
bool bLineEnd = true;
if(Index < (uint32)Entries.Num())
{
bLineEnd = (Column + 1 == ColumnCount);
// for human readability we order them to be per column
const FString& Entry = *Entries[Index];
Line += Entry;
int32 SpaceCount = ColumnWidths[Column] + SpaceBetweenColumns - Entry.Len();
// otehrwise a fomer pass was producing bad data
check(SpaceCount >= 0);
for(int32 Space = 0; Space < SpaceCount; ++Space)
{
Line.AppendChar((TCHAR)' ');
}
}
if(bLineEnd)
{
Line = Line.TrimTrailing();
UE_LOG(LogConsoleResponse, Log, TEXT(" %s"), *Line);
Line.Empty();
}
}
}
}
{
uint32 WholeCount;
uint32 WholePoolInKB;
uint32 UsedInKB;
GRenderTargetPool.GetStats(WholeCount, WholePoolInKB, UsedInKB);
UE_LOG(LogConsoleResponse, Log, TEXT("Pool: %d/%d MB (referenced/allocated)"), (UsedInKB + 1023) / 1024, (WholePoolInKB + 1023) / 1024);
}
#endif
}
// @return 0 if not found
IPooledRenderTarget* FVisualizeTexture::GetObservedElement() const
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
IPooledRenderTarget* RT = VisualizeTextureContent.GetReference();
if(!RT && Mode >= 0)
{
uint32 Id = Mode - 1;
RT = GRenderTargetPool.GetElementById(Id);
}
return RT;
#else
return 0;
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void FVisualizeTexture::OnStartFrame(const FSceneView& View)
{
FeatureLevel = View.GetFeatureLevel();
bEnabled = true;
ViewRect = View.UnscaledViewRect;
AspectRatioConstrainedViewRect = View.Family->EngineShowFlags.CameraAspectRatioBars ? View.CameraConstrainedViewRect : ViewRect;
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// VisualizeTexture observed render target is set each frame
VisualizeTextureContent.SafeRelease();
VisualizeTextureDesc = FPooledRenderTargetDesc();
VisualizeTextureDesc.DebugName = TEXT("VisualizeTexture");
ObservedDebugNameReusedCurrent = 0;
// only needed for VisualizeTexture (todo: optimize out when possible)
{
Merging Dev->Main up to CL#2467337 using UE4-Fortnite-To-UE4. * CL#2446826 Lukasz.Furman Back out changelist 2445212 Broken direct paths to goal, will fix it soon. * CL#2446871 Lukasz.Furman fixed path updates of direct path (FAbstractNavigationPath) #fortnite * CL#2447293 John.Abercrombie Resubmit CL 2443888 - Looks like things are working correctly, potentially due to my changes in CL 2444830 (Back out changelist 2443888 - which backed out CL 2443888 originally) * CL#2447787 Ben.Zeigler #UE4 Fix for cooking gameplay cue notifies, keep hard references to them during cooking as they get GCd out otherwise * CL#2448460 Lukasz.Furman added cleanup for duplicated subtree assets on behavior tree graph save #fortnite * CL#2449132 David.Nikdel #UE4 #DataTable #JSON: Added WriteRowAsJSON to serialize a single row from a table to Json and adjusted WriteTableAsJSON to use this internally * CL#2449208 Fred.Kimberley Fix crashes when compiling some blueprints. A recent change (2447719) added a one frame delay during blueprint compiling where some data may be NULL. Added null checks to handle this situation. #ue4 * CL#2449329 Josh.Andersen #engine - Added more info to an assert that can happen in an animsequence at runtime. * CL#2449869 sebastian.kowalczyk Changed timer in visual logger to use FTimerHandle. Fixed possible issue with missing log on LogVisualizer timeline. * CL#2450394 John.Abercrombie Part of the fix for FORT-4986 - Blaster will become inactive towards a specific player if player goes out of range during the blasters attack. - The set next montage section and wait was using callbacks from the end of the animation, rather than when it is blended out - Fixed up function names to match the functionality of animations blending out rather than the animation ended * CL#2451683 Josh.Andersen #engine - Enhanced PlaySlotAnimation by allowing looping counts as a parameter. Enhanced StopSlotAnimation by adding the ability to stop only a specific slot node. * CL#2452151 Ben.Zeigler #UE4 Fix ability block tags to correctly handle parent expansion, we want to expand the parents of the ability we're checking, not the blocked tags Fix it so AbilitySystemComponent::PlayMontage correctly sets the start section if called on a predicted client * CL#2452733 Ben.Zeigler #UE4 Fix replication bug where an actor without a root component was treated as being at 0,0,0 for computing net priority, leading to different priority based on facing direction * CL#2453024 Lukasz.Furman added navigation filter to EQS pathfinding tests * CL#2453422 Ben.Zeigler #UE4 Fix bug with FGameplayTagCountContainer, where if you added A, then A.B, then removed A, then removed A.B, A would still be in the explicit tag list. Switch to using a separate map for explicitly added tags * CL#2453874 Josh.Markiewicz #UE4 - check that the http module is available before attempting to remove pending http requests in mcp - prevents an assert in the http module that it was unloaded based on shutdown order of modules and timing of pending requests at shutdown * CL#2453906 Josh.Markiewicz #UE4 - added IsValid function to party reservation structure - added a few more checks to validate input on reservation request - prevent empty or invalid reservation ids on reservation requests * CL#2454211 Bob.Tellez #UE4 CategoryText for tags that were added by being parent tags of others is now properly registered when inserting tags into the tag manager tree. * CL#2454353 Billy.Bramer - Fixes for issues in GE pending list implementation: - PendingAdds could become out of sync due to additional removals or additions occuring during a scope lock; Removed pending add integer optimization to guarantee accuracy - GetActiveGameplayEffect(Idx) could return results in the pending list that weren't actually being actively used at the moment - RemoveActiveEffects needs to scope lock because removals can cause additional removals earlier in the array * CL#2454740 Laurent.Delayen Fixed SlotNode being registered multiple times when inside of a State. (Triggered by FAnimNode_StateMachine::SetState) * CL#2455611 Ben.Zeigler #UE4 Changes to GameplayCue handling to improve network performance: Add wrapper to FGameplayCueManager to handle batching together Execute gameplay cues. FScopedGameplayCueSendContext can be used to create a batched context, cues created during that period will all be sent after the context falls out of scope. Subclasses of GameplayCueManager can implement ProcessPendingCueExecute to do processing on the execute cues before networking and display. Fixed bug where Remove cue events would be sent twice for loose cues, deleted the RPC. Fixed bug where WhileActive/Removed cue events would happen twice on a predicted client * CL#2455653 Ben.Zeigler #UE4 Add code to support checking networking conditions like OwnerOnly for custom delta serialization used by fast tarray serialization. They were ignored before and it always replicated. * CL#2455995 Lukasz.Furman fixed losing pending task execution data after failed search attempt * CL#2456247 John.Abercrombie - The FBlackboardKeySelector ActorToCheck's KeyID is an invalid value for some reason (only occurs in cooked content) - Made it so if we detect an invalid KeyID we get the correct KeyID at runtime - This could be causing problems elsewhere, but it'll at least fix this particular issue on AIs for now - Not marking the bug fixed because it needs a real fix, this code will be removed. Passing to Lukasz. * CL#2456854 John.Abercrombie Fixed crash when writing to VLog while it was making a string with invalid data * CL#2457309 Eric.Newman Don't update LastUserInteractionTime for WindowActivated events unless it was mouse triggered. This fixes an issue where "kicked from game" popups would cause the user to be treated as active. * CL#2457658 Sammy.James Double-Deferred Slate Widgets will now properly render :) * CL#2458196 Lukasz.Furman proper fix for UBTDecorator_CheckGameplayTagsOnActor * CL#2458334 sebastian.kowalczyk Fix for issue "Pause does not stop the Visual Logger from recording data while PIEing with dedicated server". * CL#2459893 Billy.Bramer [FORT-6059] Add GE removal tech necessary to support Phil fixing AE damage clouds - Add RemoveActiveGameplayEffectBySourceEffect to ability system component (implemented via CustomMatch delegate in query so as to avoid risking query changes before OT2; query needs a refactor in general) - Change CustomMatch query delegate to take the active effect by reference instead of making copies - Fix bug with stacking where the stacking limit could be completely ignored on aggregate by target stacks if the newly added effect didn't have a valid instigator ASC (can happen on delayed application like via projectiles) * CL#2462362 Daniel.Broder Minor cleanup while investigating a crash: In FBlueprintVarActionDetails::PopulateCategories: * Split up check with && into two separate checks so the exact issue can be seen * Replaced repeated calls to MyBlueprint->GetBlueprintObj() with Blueprint, which already existed and was already assigned to that value. * Made a few spacing discrepancies consistent within the function. * CL#2462580 John.Abercrombie Added a decorator that can set a tag cooldown but does not test affect BT execution flow * CL#2463013 John.Abercrombie Added extra info to VLog when we need to smash something as part of our path. - Exposed the PathFollowing log category outside of the AI Module * CL#2463138 Josh.Markiewicz #UE4 - found some compile errors when LOG_SLATE_EVENTS is 1 - doesn't actually make it work, but they were compile errors * CL#2464208 Ben.Zeigler #UE4 Flush MustBeMappedGUIDs list after flushing dormancy, those avoids warnings the next time something is replicated * CL#2464231 Josh.Markiewicz #UE4 - added more descriptions to party beacon return results * CL#2466155 Lukasz.Furman added batch pathfinding test for EQS * CL#2466237 Lukasz.Furman EQS generators will now cache NavLocation of items if navmesh projection is enabled * CL#2466356 Lukasz.Furman added support for deprecated nodes in EQS editor * CL#2466358 Lukasz.Furman pathing grid EQS generator is now deprecated * CL#2466439 Lukasz.Furman added failsafe in EQS editor for recreating missing nodes * CL#2466643 Josh.Markiewicz #UE4 - removed cached "is talking" value as it doesn't persist across various travel mechanisms. Start/StopTalking handle their own state. * CL#2466813 Laurent.Delayen Fix for weapons not showing aiming angle on simulated proxies. * CL#2467308 Bob.Tellez #UE4 Fixed an issue where when following a redirector, a non-PIE world will be changed to the PIE world type. Also removed some log spam related to worlds while streaming. [CL 2474673 by Bob Tellez in Main branch]
2015-03-10 21:41:11 -04:00
for (TMap<const TCHAR*, uint32>:: TIterator It(VisualizeTextureCheckpoints); It; ++It)
{
uint32& Value = It.Value();
// 0 as it was not used this frame yet
Value = 0;
}
}
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void FVisualizeTexture::QueryInfo( FQueryVisualizeTexureInfo& Out )
{
for(uint32 i = 0, Num = GRenderTargetPool.GetElementCount(); i < Num; ++i)
{
FPooledRenderTarget* RT = GRenderTargetPool.GetElementById(i);
if(!RT)
{
continue;
}
FPooledRenderTargetDesc Desc = RT->GetDesc();
uint32 SizeInKB = (RT->ComputeMemorySize() + 1023) / 1024;
FString Entry = FString::Printf(TEXT("%s %d %s %d"),
*Desc.GenerateInfoString(),
i + 1,
Desc.DebugName ? Desc.DebugName : TEXT("<Unnamed>"),
SizeInKB);
Out.Entries.Add(Entry);
}
}