2016-12-08 08:52:44 -05:00
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
2014-03-14 14:13:41 -04:00
/*=============================================================================
ShadowRendering . cpp : Shadow rendering implementation
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = */
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "ShadowRendering.h"
# include "PrimitiveViewRelevance.h"
# include "DepthRendering.h"
# include "SceneRendering.h"
# include "DeferredShadingRenderer.h"
2014-03-14 14:13:41 -04:00
# include "LightPropagationVolume.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 "ScenePrivate.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"
# include "ClearQuad.h"
2014-03-14 14:13:41 -04:00
static TAutoConsoleVariable < float > CVarCSMShadowDepthBias (
TEXT ( " r.Shadow.CSMDepthBias " ) ,
20.0f ,
TEXT ( " Constant depth bias used by CSM " ) ,
ECVF_RenderThreadSafe ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
static TAutoConsoleVariable < float > CVarPerObjectDirectionalShadowDepthBias (
TEXT ( " r.Shadow.PerObjectDirectionalDepthBias " ) ,
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3106830)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3106830 on 2016/08/30 by Daniel.Lamb
Fix hang in cooker caused by not processing async shader compilation.
#test cook shootergame git hub
#jira UE-35329
Change 3104890 on 2016/08/29 by Marc.Audy
Provide backwards compat fixup for ProcMesh components created in the window where they were no longer transient, but not yet marked public
#jira UE-35280
Change 3104847 on 2016/08/29 by Dan.Oconnor
Fix, for the fix. Moved pin link destruction out of the volatile context, now doing it after text buffer has been consumed.
#jira UE-35276
Change 3104828 on 2016/08/29 by Marc.Audy
Since ProcMeshBodySetup is instanced, it needs to be Public in the BP so that the Archetype reference doesn't cause a GLEO
#jira UE-35280
Change 3104706 on 2016/08/29 by Dan.Oconnor
Make sure pin links are destroyed when attempting to destroy a node that cannot be copy/pasted into a different graph
#jira UE-35276
Change 3104329 on 2016/08/29 by Marcus.Wassmer
Fix PostProcess materials being broken in SM4
#jira UE-35267
Change 3103964 on 2016/08/28 by Mitchell.Wilson
Rebuildt lighting in Content Examples lighting level
#jira UE-34656
Change 3103819 on 2016/08/27 by nick.bullard
Submitting change as fallback for next build
#jira UE-29618
Change 3103810 on 2016/08/27 by Daniel.Wright
Point and spot lights are now supported in orthographic projections using standard deferred
#jira UE-35198
Change 3103756 on 2016/08/27 by Steve.Robb
Back out revision 2 from //UE4/Release-4.13/Engine/Source/Runtime/Engine/Classes/AI/Navigation/NavigationTypes.h
#jira UE-34361
Change 3103632 on 2016/08/26 by Steve.Robb
Fixes for FGCObject usage. Hopefully will fix partially-initalized pointers being passed to the GC.
#jira UE-34361
Change 3103541 on 2016/08/26 by Marcus.Wassmer
Duplicate 3102654
Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators
#jira UE-33424
Change 3103313 on 2016/08/26 by Mitchell.Wilson
Rebuilt lighting on multiple levels in Content Examples
#jira UE-34656
Change 3103283 on 2016/08/26 by Mark.Satterthwaite
Mac binaries for hlslcc update in CL #3076397.
#jira UE-32629
Change 3103126 on 2016/08/26 by Nick.Shin
since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log()
PULLING from CL: #3102900
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 3102929 on 2016/08/26 by Marc.Audy
Don't display inaudible sounds when using stat soundcues
#jira UE-35237
Change 3102563 on 2016/08/26 by Matthew.Griffin
Changed CS tools step so that Swarm projects are only built on Windows, causing problems for Mac and Linux
Change 3102491 on 2016/08/26 by Matthew.Griffin
Mark Nightly build as including Editor, Tools, Monolithics & DDC to prevent multiple DDC jobs being kicked off after it starts
Change 3102424 on 2016/08/26 by Matthew.Griffin
Changed ClearString to reset the string instead of allocate a new one in case this is the cause of crash on exit on Mac
Change 3102265 on 2016/08/26 by Jack.Porter
Fixed crash due to landscape texture streaming on iOS referring to PC-only data
#jira UE-34874
Change 3102194 on 2016/08/25 by Zabir.Hoque
Fix FD3D12ResouceLocation being created without a valid device.
#jira UE-35137
Change 3102079 on 2016/08/25 by Chris.Babcock
Fix Android OnControllerConnectionChange event to return right controller ID
#jira UE-25697
#ue4
#android
Change 3102001 on 2016/08/25 by Jeff.Campeau
Force root path for era.xvd
#jira UE-35138
Change 3101468 on 2016/08/25 by Peter.Sauerbrei
fix for no debug information in development, debug, debug game, or test
#jira UE-35203
Change 3100475 on 2016/08/24 by Jeff.Campeau
Include the side loaded ERA from the XDK we're building with when deploying loose file builds from tools (VS and packaging take care of this for us).
#jira UE-35138
Change 3100347 on 2016/08/24 by Max.Preussner
Media: Fixed media shader pixel conversion, interpolation, and brightness issue in Kite demo (UE-35162)
#jira UE-35162
Change 3100277 on 2016/08/24 by Jeremiah.Waldron
Fixing UPL setStringFromProperty to use the default value if the ConfigIni fails to find a value for the given property in the given section
Previously, if a value was missing from the ini, UPL variables would be set to an empty string rather than the default value in this case
Copied from Dev-Platform CL 3100246
#jira UE-35173
Change 3100244 on 2016/08/24 by Aaron.McLeran
#jira UE-35141 Audio no longer plays once window loses focus
Fix is to not include application volume changes (tabbing or application volume) when evaluating sound waves for inclusion in wave instance list, etc. Only use the "actual" volume when setting the volume on playing sound sources.
#tests tab out of game when running, audio returns to normal like it should (including 1-shot sounds)
Change 3100076 on 2016/08/24 by Dmitry.Rekman
Fix crash on Linux server start (UE-35102)
- Avoid initializing VR resources on servers.
- The issue seems to be caused by inability to load VRText_RobotoLarge.uasset in -server mode. Proper fix is tracked as UE-35166.
#jira UE-35102
Change 3099964 on 2016/08/24 by Graeme.Thornton
Make sure hot reload is disabled in all server builds
#jira UE-35140
Change 3099761 on 2016/08/24 by Matt.Kuhlenschmidt
Fix crash when deleting sample content from a project. At some point along the line a blueprint is deleted which forces a GC and cleans up an object prematurely. This is fine as the cleaned up object is already deleted. We just need to check for nulls in the object to delete array
#jira UE-35104
Change 3099744 on 2016/08/24 by Mitchell.Wilson
Rebuilt lighting and geometry on Sanctuary map.
#jira UE-34991
Change 3099707 on 2016/08/24 by Mitchell.Wilson
Added EndGFX_Source.uasset and updated other media assets for changes to media framework. Updated cinematic level BP to play new media properly.
#jira UE-34856
Change 3099660 on 2016/08/24 by Chris.Babcock
Make SPIRV default shader format for Vulkan on Android
#jira UE-35159
#ue4
#android
Change 3099629 on 2016/08/24 by Tom.Looman
Fixed issue in VR Template with floating teleport indicator.
#jira ue-35145
Change 3099570 on 2016/08/24 by Peter.Sauerbrei
development provision out of date which was causing Game Center to ignore login requests
#jira UE-35089
Change 3099442 on 2016/08/24 by Gareth.Martin
Fixed landscape accidentally being made blueprintable in 4.13
#jira UE-35147
Change 3099304 on 2016/08/24 by Benn.Gallagher
Added reinit for skeletal mesh components of actors that have been compiled, to mitigate hard to track crash from previews.
#jira UE-35030
Change 3099232 on 2016/08/24 by Max.Preussner
Fixed non-unity build.
#jira UE-35124
Change 3099148 on 2016/08/24 by Matthew.Griffin
Normalize path separators of ParentDir so that check against root build storage directory succeeds
Change 3099137 on 2016/08/24 by Matthew.Griffin
Added node to Clean old Packaged Samples now that we're happy they're working correctly
Change 3099133 on 2016/08/24 by Matthew.Griffin
Added BuildCommand to use CleanFormalBuilds in BuildGraph scripts
Change 3099082 on 2016/08/24 by Matthew.Griffin
Adding token for Github promotion step so that it can't be run twice
Change 3099028 on 2016/08/24 by Max.Chen
Movie Capture: Fix matinee movie capture not getting ticked
#jira UE-35116
Change 3098890 on 2016/08/23 by Max.Preussner
PS4Media: Implemented an option to play audio tracks via the OS sound mixer
#jira UE-35125
Change 3098887 on 2016/08/23 by Max.Preussner
WmfMedia: Moved settings into shared module
#jira UE-35124
Change 3098700 on 2016/08/23 by Leslie.Nivison
Updating UE credits
#jira UEPROD-879
Change 3098682 on 2016/08/23 by Mark.Satterthwaite
Fix "Match3 crashes on device after locking and unlocking the screen on iOS", accidentally left a Mac-only assert in MetalStateCache::SetRenderTargetsInfo.
#jira UE-35117
Change 3098645 on 2016/08/23 by Marc.Audy
Handle RegisterSoundClasses on the AudioThread correctly
#jira UE-35130
Change 3098591 on 2016/08/23 by Mitchell.Wilson
Back out changelist 3095222
#jira UE-35120
Change 3098579 on 2016/08/23 by Max.Preussner
WmfMedia: Implemented an option to play audio tracks via the OS sound mixer (UE-35124)
#jira UE-35124
#jira UEPLAT-1375
Change 3098559 on 2016/08/23 by Marc.Audy
Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node
#jira UE-34998
Change 3098461 on 2016/08/23 by Richard.TalbotWatkin
Changed notification text when geometry errors are detected in a level which has just been loaded; it's now clear that the issues are due to faults in previous versions of the editor, and not due to user error. Added a timeout of 25 seconds to the notification, so that it'll disappear if you don't do anything. Added extra code to the ResavePackages commandlet to automatically perform a geometry rebuild on any levels suffering this issue.
#jira UE-35047 - CLONE - Geometry Requires Rebuilding Opening OrionEntry in Editor
Change 3098451 on 2016/08/23 by Peter.Sauerbrei
fix for low end devices which don't support arm64 not being able to install on device
#jira UE-35109
Change 3098425 on 2016/08/23 by Olaf.Piesche
replicating CL 3098418
#jira UE-34838
Change 3098415 on 2016/08/23 by Max.Preussner
MediaAssets: Fixed image sink not being reset (UE-35114)
#jira UE-35114
Change 3098389 on 2016/08/23 by Chris.Babcock
Add Android Mediaplayer GetInfo support
#jira UE-35111
#ue4
#android
Change 3098181 on 2016/08/23 by Jeff.Fisher
UEVR-134 Morpheus HMD sceCommonDialogInitialize should not assert if already initialized
-duplicating fix in dev-VR for 4.13
-Replace the assert & return with logging. Its ok if this is already initialized, and it really ought not fail in any other way... and if it does, well lets continue to setup VR mode. Dialogs may not function, however.
#jira UEVR-134
Change 3098111 on 2016/08/23 by Ben.Marsh
UAT: Insert quotes as appropriate when printing out the command line for a command.
Change 3098082 on 2016/08/23 by Ben.Marsh
EC: Fix missing argument to build_agent_setup().
Change 3098076 on 2016/08/23 by Ben.Marsh
Tidy up token diagnostic messages.
Change 3098065 on 2016/08/23 by Ben.Marsh
EC: Pass the token signature to child jobs such as triggered builds, so they can continue to use the same entitlements.
Change 3097830 on 2016/08/23 by Max.Chen
Fbx Export: Fix sequencer skeletal animation track export so that it exports out the correct frame range (the playback range of the movie scene).
#jira UE-35092
Change 3097829 on 2016/08/23 by Gareth.Martin
Fixed crash loading a landscape level after deleting a layer info it depends on
#jira UE-35059
Change 3097700 on 2016/08/23 by Mason.Seay
Back out revision 2 from //UE4/Release-4.13/QAGame/Content/Materials/BaseColor/MI_BaseColor_Yellow.uasset (was deleted by accident)
#jira UE-29618
Change 3097687 on 2016/08/23 by Ben.Woodhouse
Change the per-object shadow depth bias to match the CSM one to avoid self-shadowing artifacts.
#jira UE-32221
Change 3097667 on 2016/08/23 by Mitchell.Wilson
Rebuilt geometry to resolve rebuilt pop up when launching the project.
#jira UE-34991
Change 3097664 on 2016/08/23 by mason.seay
Deleted old blueprint
#jira UE-29618
Change 3097622 on 2016/08/23 by Ben.Marsh
BuildGraph: Output a more useful list of skipped target nodes due to pre-existing tokens.
Change 3097602 on 2016/08/23 by Ben.Marsh
Remove dependency on DeploymentInterface from UAT modules.
Change 3097592 on 2016/08/23 by Jurre.deBaare
Force one smoothing group did not work for Alembic objects that don't contain normals
#fix Number of smoothing groups should equal number of faces not indices
#jira UE-35026
Change 3097574 on 2016/08/23 by Gareth.Martin
Fixed crash importing a heightmap larger than the landscape
#jira UE-35054
Change 3097361 on 2016/08/22 by Max.Chen
Sequencer: Move ExportEDL to close()
#jira UE-35032
Change 3097297 on 2016/08/22 by Jeff.Campeau
LibCurl built with support for WinXP (GetTickCount instead of GetTickCount64).
Separate lib under Win32/VS2013_xp to avoid degrading functionality of non-XP builds.
Reset the lib path for XP in UEBuildWindows.cs
#jira UE-31243, UE-32421
Change 3097292 on 2016/08/22 by Max.Chen
Sequencer: Fix export not writing out edl files.
#jira UE-35032
Change 3097176 on 2016/08/22 by Mike.Beach
Mirroring CL 3097150 from Dev-BP
When converting function entry/exit nodes from an interface, set the replacement user-defined pins "DesiredDirection" properly (we now reject pins that don't match the expected direction, and user-defined pins created this way were setup wrong).
#jira UE-34985
Change 3097161 on 2016/08/22 by Aaron.McLeran
#jira UE-35072 Crash dragging Sound Wave onto Output node in Newly Created Empty Sound Cue
Change 3097128 on 2016/08/22 by Dmitry.Rekman
Linux: fix crash on exit (UE-34909).
- Caused by race condition between FPThreadRunnableThread destructor and PostRun().
- This is a patch, issue will be addressed properly in UE-35074.
#jira UE-34909
Change 3097126 on 2016/08/22 by Marc.Audy
Reenable stat soundmixes
Fix long names not having a unique enum value
#jira UE-35070
Change 3096987 on 2016/08/22 by Max.Preussner
Media: Fixed media not playing on Android (UE-34898)
#jira UE-34898
Change 3096843 on 2016/08/22 by Marc.Audy
Fix up weights and has been used arrays in PostLoad instead of repeatedly in Parse. Avoids crash in GetNumSounds if Parse has never been called
#jira UE-35055
Change 3096732 on 2016/08/22 by Marc.Audy
Just use the default physics volume if there is no WorldSettings object
#jira UE-35060
Change 3096448 on 2016/08/22 by Mitchell.Wilson
Removed "Gear:" from HUD to be consistant with C++ version of template.
#jira UE-34756
Change 3096447 on 2016/08/22 by Gareth.Martin
Fixed crash running Landscape levels on mobile
#jira UE-34874
Change 3096399 on 2016/08/22 by Mitchell.Wilson
Re-saving asset to resolve empty engine version warning.
#jira UE-35012
Change 3096364 on 2016/08/22 by alan.willard
Checkin to update engine version.
#jira UE-34683
Change 3096358 on 2016/08/22 by Jurre.deBaare
Crash when importing Alembic asset as "skeletal," replacing a Geometry Cache instance of the asset
#fix underlying issue was that the FrameEnd value wasn't being set correctly in the reimport path and thus FrameStart and FrameEnd would be 0
#misc added check + error message when trying to import an invalid frame range
#jira UE-35014
Change 3096309 on 2016/08/22 by Jurre.deBaare
Materials are not imported with an alembic cache when it is reimported
#fix Notify asset registry of created materials (to make them visible in content browser immediately)
#jira UE-35038
Change 3096271 on 2016/08/22 by Peter.Sauerbrei
fix for incorrect architecture list in generated plist
#jira UE-35002
Change 3096255 on 2016/08/22 by Gareth.Martin
Fixed Mac compile of CL 3096155
#jira UE-34574
Change 3096220 on 2016/08/22 by Jurre.deBaare
Alembic importer does not remove duplicate verts in skeletal mesh
#fix Added duplicate vertex removal to skeletal mesh import path
#jira UE-35025
Change 3096215 on 2016/08/22 by Jurre.deBaare
Force one smoothing group did not work for Alembic objects that don't contain normals
#fix Check for the import settings flag and generate normals/smoothing groups accordingly
#JIRA UE-35026
Change 3096191 on 2016/08/22 by Jurre.deBaare
Should force import type to remain the same when reimporting any Alembic assets
#fix Added setting customization and reimporting flag to restrict import type restrictions during reimporting process
#jira UE-35024
Change 3096188 on 2016/08/22 by Jurre.deBaare
Crash when PIE after reimporting a geometry cache alembic file with materials
#fix Return correct material object, otherwise transient would be used and destroyed somewhere along the way
#jira UE-35020
Change 3096187 on 2016/08/22 by Mitchell.Wilson
Re-saving level again to resolve vetex paint warning.
#jira UE-34662
Change 3096155 on 2016/08/22 by Gareth.Martin
Fixed another missing shader crash in landscape editor
#jira UE-34574
Change 3096132 on 2016/08/22 by Jack.Porter
Fixed issue with missing landscape components in ElementalDemo
#jira UE-34918
Change 3096116 on 2016/08/22 by Mitchell.Wilson
Adding D-pad controls for certain controllers
#jira UE-34726
Change 3096089 on 2016/08/22 by Matthew.Griffin
Adding Tokens to Installed Build to avoid clashes
Change 3096082 on 2016/08/22 by Joe.Conley
Small PS4 save data fix.
Fixing copy and paste typo that was passing a mismatched parameter to sceSaveDataSetParam
#jira UE-35021 - Passing a mismatched parameter to sceSaveDataSetParam on PS4
Change 3096046 on 2016/08/22 by Richard.TalbotWatkin
PR #2715: Fix array out of bounds on USplineComponent::RemoveSplinePoint (Contributed by 0lento).
Also fixed some other issues introduced with the recent spline code changes.
#jira UE-34930 - GitHub 2715 : Fix array out of bounds on USplineComponent::RemoveSplinePoint
Change 3095848 on 2016/08/21 by Dmitriy.Dyomin
Fixed: Text in Mobile Packaging Wizard UI points to missing documentation
#jira UE-35015
Change 3095540 on 2016/08/19 by Gareth.Martin
Fixed errors if Landscape Component GIBakedBaseColorTexture had been reassigned
#jira UE-34794
Change 3095248 on 2016/08/19 by Mitchell.Wilson
Updating PostProcessing level Screen Percentage to be more noticable.
#jira UE-34950
Change 3095247 on 2016/08/19 by Nick.Whiting
Removing r.FinishCurrentFrame=1 from VR Template config, which shouldn't be there.
#jira UE-34970
Change 3095222 on 2016/08/19 by Mitchell.Wilson
Re-saving all levels in Elemental Demo to resolve vert paint warnings
#jira UE-34864
Change 3095119 on 2016/08/19 by Lauren.Ridge
Reverting TapJoy implementation in Unreal Match 3
#jira UE-33256
Change 3095094 on 2016/08/19 by Mark.Satterthwaite
Fix black flickering in Metal rendering when using Metal SM5:
- Compute shaders write to a UAV texture so mark a texture as written when bound as a UAV.
#jira UE-34917
Change 3095058 on 2016/08/19 by Mitchell.Wilson
Re-saving all levels in Showdown to resolve vert paint warnings.
#jira UE-34722
Change 3094985 on 2016/08/19 by Benn.Gallagher
Fixed debris firing in infiltrator demo on PS4 after the main character leaves the sewer. Caused by some undefined behavior in a bitfield write due to an optimization.
#jira UE-34832
Change 3094957 on 2016/08/19 by Mitchell.Wilson
Updating spelling errors on multiple levels in Content Examples.
#jira UE-34910 UE-34907 UE-34911
Change 3094924 on 2016/08/19 by Marc.Audy
Zero-volume vorbis decoded sounds are too expensive
-Adding an audio settings parameter to disable zero-volume playback globally
-Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume
#jira UE-34951
#author aaron.mcleran
Change 3094644 on 2016/08/19 by Mitchell.Wilson
Re-saving asset to resolve empty engine version warning
#jira UE-34846
Change 3094641 on 2016/08/19 by Mitchell.Wilson
Updated location of Ledge_17
#jira UE-34848
Change 3094606 on 2016/08/19 by Lina.Halper
#ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID.
- assumed the name is all set by now
#jira : UE-34886
Change 3094500 on 2016/08/19 by Matthew.Griffin
Pass on Initial Properties when reading projects recursively so that we use the desired platform and configuration
Change 3094477 on 2016/08/19 by Gareth.Martin
Fixed crash loading old Landscape levels with tessellation
#jira UE-34877
Change 3094472 on 2016/08/19 by Gareth.Martin
Fixed crash loading old landscape levels with bad collision in standalone uncooked game
#jira UE-34843
Change 3094471 on 2016/08/19 by Graeme.Thornton
Mark PC platforms as not exiting immediately after launching when using UAT
- Causes cook on the fly servers that were spawned when doing launch-on in the editor to close down when the client exits
#jira UE-34788
Change 3094362 on 2016/08/19 by Max.Chen
Sequencer: Fix Export FBX so that when exporting selected nodes, all descendant object binding nodes are exported.
#jira UE-34459
Change 3093997 on 2016/08/18 by Mitchell.Wilson
Added gamepad keybinding for breaking free at the beginning of platformer game.
Updated jump and slide gamepad controls to be left stick up/down
#jira UE-34726
Change 3093979 on 2016/08/18 by Max.Chen
Sequencer: Fixed byte, integer and string properties not being able to be exposed to cinematics on blueprints
#jira UE-32141
Change 3093893 on 2016/08/18 by Max.Chen
Back out changelist 3093883
#jira UE-32141
Change 3093883 on 2016/08/18 by Max.Chen
Sequencer: Fixed byte, integer and string properties not being able to be exposed to cinematics on blueprints
#jira UE-32141
Change 3093699 on 2016/08/18 by Dmitry.Rekman
Linux: fixed crash on converting BSP shapes to mesh (UE-28322).
- Was a particular case of a more generic problem: race condition between accessing the window on render thread (Slate queued it for drawing) and deleting it on game thread (can happen as a result of a chain of delegates called from an event handler, like OnMouseUp).
- The current solution is to defer native window deletion so that it survives for at least one more tick (Slate window will get deleted and won't be drawn anymore).
- Investigation why FlushRenderingCommands() (see FSlateRHIRenderer::OnWindowDestroyed) has not prevented it is tracked as UE-34906.
#jira UE-28322
Change 3093613 on 2016/08/18 by Alan.Willard
Updated trace behavior in HMDLocomotionPawn.uasset to trace to a location near walls, not into walls
#jira UE-34683
Change 3093544 on 2016/08/18 by Mitchell.Wilson
Changed mapping for thrust on controller to Right Stick Up/Down to resolve duplicate mapping error.
#jira UE-34419
Change 3093328 on 2016/08/18 by James.Golding
Fix description and tool text of Pose Driver to match new name (no longer Orientation Driver)
#jira UE-34015
Change 3093255 on 2016/08/18 by Matthew.Griffin
Corrected case of output folder so that it's not treated as different folder on Linux
Change 3093236 on 2016/08/18 by Allan.Bentham
Fix android VK crashes.
#jira UE-33593
Change 3093129 on 2016/08/18 by Benn.Gallagher
Fix for possible crash shutting down editor with attached components in active worlds. Skip creating new simulation bodies and weld constraints when we are purging for exit
#jira UE-34739
Change 3092702 on 2016/08/17 by Mark.Satterthwaite
Fix playback of movies on Mac/iOS that have spaces in the filename.
#jira UE-34857
Change 3092565 on 2016/08/17 by Dmitry.Rekman
Fixed incorrect window size in fullscreen (UE-19996).
"True" fullscreen mode on Linux (which involves monitor resolution change) has been disabled long ago due to problems like X11 being messed up if the program crashes, or even drivers being messed up during the resize for no reason. However, the distinction between Fullscreen and WindowedFullscreen modes was preserved and caused bugs because higher level code assumed different window size.
The less invasive fix is to disallow non-windowed fullscreen mode to be set altogether. Proper resolution tracked as UE-34854.
#jira UE-19996
Change 3092550 on 2016/08/17 by Chris.Babcock
Add exception trap for failing to save OBB
#jira UE-34852
#ue4
#android
Change 3092508 on 2016/08/17 by Chris.Babcock
Force OBB to never use Zip64 format
#jira UE-34849
#ue4
#android
Change 3092431 on 2016/08/17 by Chris.Babcock
Correct reading past end of central directory in OBB
#jira UE-34841
#ue4
#android
Change 3092407 on 2016/08/17 by Lauren.Ridge
Adding config for TapJoy
#jira UE-33256
Change 3092346 on 2016/08/17 by Mark.Satterthwaite
Address Mac Metal + Nvidia specific crash on launch-on for BlankProject with StarterContent:
- Disable RHI thread on Nvidia on Mac OS X El Capitan.
- Fix Metal validation error - ForwardLocalLightBuffer in LightGridInjection.usf:LightGridInjectionCS must always be bound even if the number of elements is zero as that's how the Metal spec. works.
#jira UE-34721
Change 3092208 on 2016/08/17 by Richard.TalbotWatkin
When errors in geometry are detected upon loading a level in the editor, a toast notification is now created so the user can choose whether to fix them or not.
Downgraded the output log warning to a regular info log.
Allowed both dynamic and static brushes to be fixed up.
#jira UE-34646 - //UE4/Release-4.13: Cook Orion Win64 completed with warnings: 78 warnings
Change 3092064 on 2016/08/17 by Max.Chen
Sequencer: Fix tangents on import FBX.
#jira UE-34823
Change 3091985 on 2016/08/17 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
(Manual merge from Dev-Platform)
#jira UE-34773
Change 3091962 on 2016/08/17 by Jurre.deBaare
Force View is enabled after Generating Proxy Meshes
#issue due to latest changes the HLOD meshes were forced into view
#fix setting staticmesh component view distances after generating mesh, and restoring the correct forced LOD level afterwards
#misc replaced duplicate code with function call
#jira UE-34807
Change 3091890 on 2016/08/17 by Matt.Kuhlenschmidt
Fix crash with enum properties when there is metadata to define the allowed enum values per property
#jira UE-34804
Change 3091852 on 2016/08/17 by Lina.Halper
Change ensure to Clamp as this isn't any critical warning.
#jira: UE-34776
Change 3091845 on 2016/08/17 by Gareth.Martin
Fixed crash with masked landscape materials
#jira UE-34513
Change 3091816 on 2016/08/17 by Matthew.Griffin
Added Store Released Symbols job, to add symbols to server for a known release.
Change 3091805 on 2016/08/17 by Matthew.Griffin
Also adding source info into UE4Editor and Windows build tools for completeness
Change 3091753 on 2016/08/17 by Mitchell.Wilson
Adjusted the height of some bumps in Vehicle Advanced so the vehicle cannot get stuck.
#jira UE-34667
Change 3091613 on 2016/08/17 by Graeme.Thornton
Generate unique names for FLauncherWorker instances to avoid a thread metadata warning in the log
#jira UE-34785
Change 3091553 on 2016/08/17 by Gareth.Martin
Fixed older levels having default material on landscape when launched in uncooked standalone game
#jira UE-34348
#jira UE-34428
Change 3091519 on 2016/08/17 by Gareth.Martin
Fixed crash cooking landscape for mobile
Also fixes "object in other map" on sub-level save after using mobile preview and move to level tool
Based on Dmitriy.Dyomin's changes
#jira UE-34257
Change 3091354 on 2016/08/16 by Max.Chen
Fbx Export: Fix rich curve tangents on export for level sequence.
- Set tangent mode to user.
- Always bake rotations on cameras.
- Invert values and tangents when converting from unreal coords to fbx.
#jira UE-34459
Change 3091065 on 2016/08/16 by Stephan.Jiang
Duplicate icon changes for asset SoundConcurrency
#jira UE-24350
Change 3091001 on 2016/08/16 by Dmitry.Rekman
Fix for crash during "debug crash" handling (UE-34450).
Compounded problem:
- Debug versions of libc++ were running out of alt stack and smashing static variables next to it, resulting in more mysterious crashes down the road.
- In addition to that, crash malloc sometimes was running out of pools for certain allocation sizes.
Fixes:
- Replaced libc++ with release version.
- Added code to set a guard page on alt stack, so if the issue reoccurs it'll be easier to catch. Increased alt stack size somewhat to account for that.
- Increased crash malloc pools (and thus memory reserved on startup) for Linux.
#codeview Mark.Satterthwaite, Chris.Wood, Steven.Hutton
#jira UE-34450
Change 3090937 on 2016/08/16 by Mitchell.Wilson
Updated multiple template overview BPs so assets are properly highlighted while moving forward and back.
#jira UE-34139
Change 3090646 on 2016/08/16 by Martin.Wilson
Fix for cook warnings in Fortnite
#jira UE-34648
Change 3090645 on 2016/08/16 by James.Golding
Fix face normal on cap faces when slicing proc mesh
#jira UE-33301
Change 3090619 on 2016/08/16 by Richard.TalbotWatkin
Fixed issue where spline components were sometimes not rendered correctly when unselected in the editor. This was due to the render proxy not being updated when the spline is updated.
#jira UE-34758 - SplineComponent debug render is sometimes not in sync with the current spline points
Change 3090520 on 2016/08/16 by Olaf.Piesche
Replicating 3089104 for
#jira UE-34241
Change 3090513 on 2016/08/16 by Jurre.deBaare
LOD's pop in after LOD actors is visible in viewport.
#fix Was actually not baking the materials out, set the LOD selection type for HLOD to default to calculate LOD model and to MergeAllLODs for MeshMerging tool (possible for user to change in this case)
#misc Fix with in WorldSettings post-load hack for Hierarchical LOD settings
#jira UE-34689
Change 3090512 on 2016/08/16 by Jurre.deBaare
Prevent preview scene assets being loaded in game
#fix moved UAssetViewerSettings and SceneProfiels file into UnrealEd and replaced the default cube map with smaller filesize one
#jira UE-34701
Change 3090494 on 2016/08/16 by Keith.Judge
Xbox One - Remove CPU/GPU sync when updating or unlocking textures. This was causing stutters.
#jira UE-34735
Change 3090450 on 2016/08/16 by Richard.TalbotWatkin
Added calls to invalidate the viewport and hit proxy when adding or deleting points from a spline.
#jira UE-34627 - Crash using Camera Rig Rail when deleting a point moving another
Change 3090441 on 2016/08/16 by Frank.Fella
Sequencer - Fix the key struct generatrion and synchronization for vector sections. Prevents a crash and creates the correct UI based on what type of vector you're animating.
#jira UE-34611
Change 3090420 on 2016/08/16 by Matthew.Griffin
Enable Source Indexing for Windows UE4Game targets so that we can add released versions to symbol server
Changed some nodes to rely on just the editor rather than everything produced by that node
Change 3090370 on 2016/08/16 by Mitchell.Wilson
Re-saving levels to resolve vertex color warnings.
Clearing material interface and saving M_Sign_Bloc to resolve warning
#jira UE-34722
Change 3090287 on 2016/08/16 by Keith.Judge
Xbox One - Fix mix up with ESRAM flags/byteusage that was causing some code to think of textures as in ESRAM that weren't and vice versa. Amazingly, this only manifested as a perf drop and some strange bloom along the bottom of the screen with some render settings.
#jira UE-34735
#jira UE-32086
Change 3090258 on 2016/08/16 by Luke.Thatcher
[RELEASE] [!]
Fix crash bug in canvas rendering. It is not valid to pass a null texture.
#jira UE-33077
Change 3090241 on 2016/08/16 by Jurre.deBaare
Adding TPS file for Alembic logo usage
#JIRA UE-123
Change 3090131 on 2016/08/16 by Matthew.Griffin
Added additional cook platforms per platforms listed in Samples List Spreadsheet
Change 3090061 on 2016/08/16 by Joe.Conley
#jira UE-34733 - "Crash when closing the timeline tab inside UMG editor and reopening UMG editor"
Adding a few IsValid() checks to prevent the crash
Change 3089968 on 2016/08/15 by Lina.Halper
Fixed Mac compile error
#jira: UE-30405
Change 3089918 on 2016/08/15 by Aaron.McLeran
#jira UE-34680 Fixing compile warning on ignoring output from CoInitialize
Change 3089914 on 2016/08/15 by Aaron.McLeran
#jira UE-34680 Fixing compile error
Change 3089905 on 2016/08/15 by Peter.Sauerbrei
fix for Samples build failure with Match3
#jira UE-34719
Change 3089867 on 2016/08/15 by Dmitry.Rekman
Fix misspelled case in OrionXpAssembly (OR-27441),
#jira OR-27441
Change 3089859 on 2016/08/15 by Zabir.Hoque
Fix undefined symbol FMMNotificationClient* NotificationClient & static XAUDIO2_DEVICE_DETAILS DeviceDetails; on XB1.
#jira UE-34715
Change 3089790 on 2016/08/15 by John.Billon
Changed integer modulus operations to float modulus operations in media shaders to support ES2.
#Jira UE-34712
Change 3089760 on 2016/08/15 by Lina.Halper
Fix issue with mesh merge crash in packaged build
- reverted that change, and fixed the original issue properly : due to mixed extra vertex influence, not copying data correctly
#jira: UE-30405
Change 3089718 on 2016/08/15 by Mitchell.Wilson
Saving M_TempAATrick_01 to resolve warning.
Saving multiple maps to resolve vertex color warning.
#jira UE-34661 UE-346662 UE-34654
Change 3089710 on 2016/08/15 by Michael.Trepka
Restored code for staging Steam library for Mac, which was accidentally removed when we switched to use build receipts.
#jira UE-34639
Change 3089706 on 2016/08/15 by Marc.Audy
Avoid crash if PlayerStateClass is null
#jira UE-34702
Change 3089585 on 2016/08/15 by Chris.Babcock
Fix StrategyGame for Android compile
#jira UE-34697
#ue4
#android
Change 3089473 on 2016/08/15 by Chris.Babcock
Added <insertNewline/> command to UnrealPluginLanguage
#jira UE-34699
#ue4
Change 3089429 on 2016/08/15 by John.Billon
Fixed crash with media shaders not being loaded in ES2.
#Jira UE-34514
Change 3089383 on 2016/08/15 by Mitchell.Wilson
Adjusted some values in the PlayerCharacter so physics objects can be grabbed and dropped correctly.
#jira UE-34663
Change 3089375 on 2016/08/15 by Max.Chen
Fbx Export: Convert spaces in level sequence actors to underscores.
#jira UE-34459
Change 3089308 on 2016/08/15 by Max.Chen
Fbx Export: Fix rich curve tangents on export for level sequence.
#jira UE-34459
Change 3089296 on 2016/08/15 by John.Billon
Fixing compile issue with openGL.
#Jira UE-34688
Change 3089290 on 2016/08/15 by Aaron.McLeran
#jira UE-34680 CLONE - Client stops working and crashes if headphones are unplugged on windows 10
Implementing CL 3062338 into 4.13
Change 3089242 on 2016/08/15 by Mitchell.Wilson
Resized text on sample 1.6 in Material_Properties.
#jira UE-34658
Change 3089235 on 2016/08/15 by Daniel.Wright
Copy - Fixed atmospheric fog on translucency
#jira UE-34590
Change 3089230 on 2016/08/15 by Benn.Gallagher
Added warnings and recovery to contact prefilter when given a null px shape. we now ignore the contact and dump some info so we can hopefully track down the broken actor if it happens again.
#jira UE-34622
Change 3089204 on 2016/08/15 by Mitchell.Wilson
Raised displays above nav mesh, rebuilt paths and lighting.
#jira UE-34660
Change 3089054 on 2016/08/15 by Mark.Satterthwaite
On iOS & tvOS when the application is in the background there won't be a valid back-buffer, which means draw calls will be issued with an invalid render-target state. To avoid a crash we must ignore these draw calls by returning early from PrepareToDraw and then also from the draw call. This will prevent issuing invalid commands into the command buffer and the game will resume rendering once it is brought to the front.
#jira UE-32323
Change 3089052 on 2016/08/15 by John.Billon
Fixed OpenGL4 crash by implementing ClearUAV for OpenGL.
#Jira UE-33752
Change 3089043 on 2016/08/15 by Mitchell.Wilson
Rebuilt lighting and resaved landscape level
Resaved landscape layer info
Verified no warnings/errors in landsacpe master material and resaved
Resaved landscape material instance.
#jira UE-34653
Change 3089020 on 2016/08/15 by Ben.Marsh
Remove 'Full Build' option from dashboard in release branches, and include a non-unity compile in nightly builds.
Change 3088985 on 2016/08/15 by Marc.Audy
Mac non-unity fix
#jira UE-34101
Change 3088973 on 2016/08/15 by Matthew.Griffin
Fixed copy paste errors with Mac nodes depending on Win64 ones
Added Build Tools dependencies to all cook nodes
Change 3088960 on 2016/08/15 by Mitchell.Wilson
Moving VR.umap to TestMaps folder
#jira UE-34665
Change 3088886 on 2016/08/15 by Ben.Marsh
Remove dependency to 'Compile UE4Editor Win64' node from code documentation step; we generate headers as part of building code documentation, so it just causes previous build products to be clobbered and the build to fail.
Change 3088676 on 2016/08/15 by Richard.TalbotWatkin
Improved warning output when a BSP poly is discovered with broken normals. Now the specific level which needs resaving is named.
#jira UE-34646 - //UE4/Release-4.13: Cook Orion Win64 completed with warnings: 78 warnings
Change 3088355 on 2016/08/13 by Max.Preussner
Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643)
#jira UE-34643
Change 3088331 on 2016/08/13 by Max.Preussner
Media: Fixed Failing to load Precached Media Source (UE-34285)
#jira UE-34285
Change 3088202 on 2016/08/12 by Zabir.Hoque
Porting DX12 Fix from MS:
Update D3D12 RHI for 4.13
- Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables.
#jira UE-0
Change 3088149 on 2016/08/12 by Mark.Satterthwaite
Duplicate CL #3087991:
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088131 on 2016/08/12 by Chris.Babcock
Fix iterative deploy for new ADB
#jira UE-34638
#ue4
#android
Change 3088106 on 2016/08/12 by Dan.Oconnor
Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references
#jira UE-34564
Change 3088099 on 2016/08/12 by Zabir.Hoque
Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done.
#Jira UE-27026
Change 3088072 on 2016/08/12 by Max.Chen
Sequencer: Level editor camera cut flag is now a one way gate
This resolves issues to do with the flag being erroneously reset by external forces.
#jira UE-33875
Change 3088031 on 2016/08/12 by Jeff.Campeau
Fix WinXP build issues in WmfMedia and SteamVR plugins.
#jira UE-32421
Change 3088025 on 2016/08/12 by Tom.Looman
Updated VR Template with new VR device ID blueprint node.
#jira ue-34592
Change 3088023 on 2016/08/12 by Tom.Looman
Added PS Move input handling support to VR Template.
#jira UE-34188
Change 3087989 on 2016/08/12 by Michael.Trepka
Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts.
#jira UE-34581
Change 3087907 on 2016/08/12 by mason.seay
New test assets for sub instance testing
#jira UE-29618
Change 3087812 on 2016/08/12 by Maciej.Mroz
#jira UE-34247 Nativized UMG assets not visible
Redone cl#3087726 from Dev-Blueprints
Change 3087810 on 2016/08/12 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor
Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library.
Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes.
#review-3087760 @nick.whiting
#jira UEVR-13
Change 3087795 on 2016/08/12 by Mitchell.Wilson
Added project thumbnail to subway sequencer.
Added thumbnails to subway sequencer levels.
Re-saved multiple files to resolve empty engine version and nodeguid warnings.
#jira UE-34521 UE-34519
Change 3087730 on 2016/08/12 by Michael.Trepka
Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml
#jira UE-34548
Change 3087699 on 2016/08/12 by Jeff.Campeau
Make resource generation fault tolerant of unset config values.
#jira UE-34614
Change 3087690 on 2016/08/12 by Mitchell.Wilson
Added a thumbnail for the BlueprintRenderToTarget level.
#jira UE-34544
Change 3087688 on 2016/08/12 by Marc.Audy
Fix headshot crash when tearing down physics when not registered
#jira UE-32935
Change 3087615 on 2016/08/12 by Ben.Woodhouse
Fix for crash in shadowsetup when frustum is invalid
#jira UE-33014
Change 3087607 on 2016/08/12 by Max.Chen
Sequencer: Fix Import/Export FBX
- Import FBX now maps arbitrary float properties as well as the transform
- Import/Export FBX now consistently operates on selected nodes or all nodes
- Fixed exported node names so that they're consistent with Sequencer node names
#jira UETOOL-534
Change 3087586 on 2016/08/12 by Chris.Babcock
Add HUAWEI_Mali device model recognition for Vulkan
#jira UE-34610
#ue4
#android
Change 3087529 on 2016/08/12 by Jurre.deBaare
Fix for crash when start index != 0 and sampling at a different rate
#jira UE-34637
Change 3087519 on 2016/08/12 by Ben.Marsh
Pass the -ignorejunk flag on to child UBT instance when running a clean.
Change 3087455 on 2016/08/12 by Jurre.deBaare
Alembic importer plugin needs proper logo
#fix Replaced icon with inverted official Alembic logo
#jira UE-34474
Change 3087360 on 2016/08/12 by Ben.Marsh
Print out the UBT command line before running it, to help diagnose -ignorejunk problem.
Change 3087285 on 2016/08/12 by Lina.Halper
- Add which animation it fails to compress
- Make sure it doesn't go in there unless you have skeleton
#jira: UE-34490
Change 3087237 on 2016/08/12 by Alex.Delesky
#jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene.
Change 3087215 on 2016/08/12 by danny.bouimad
#jira UE-29618 updated QA-AnimProfiles again...
Change 3087212 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated TM-PhysicalAnimProfiles again
Change 3087200 on 2016/08/12 by Robert.Manuszewski
Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway.
#jira UE-34373
Change 3087188 on 2016/08/12 by Matthew.Griffin
Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore
Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually
Change 3087160 on 2016/08/12 by Ben.Marsh
Propagate the -ignorejunk option when we're building UHT as a child process in UBT.
Change 3087148 on 2016/08/12 by Ben.Marsh
Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change.
Change 3087143 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder.
Change 3087140 on 2016/08/12 by Steve.Robb
GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs
I have no evidence that this actually fixes anything, but it doesn't harm anything to add it...
#jira UE-29286
Change 3087139 on 2016/08/12 by Steve.Robb
Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed.
This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module.
#jira UE-31575
Change 3087107 on 2016/08/12 by Jurre.deBaare
Alembic Import with empty first frame will cause the editor to crash
#jira UE-34515
#fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects
#misc added a static const value indicating the first frame instead of hardcoded 0 array accesors
#misc check condition fix in Runnable
#misc log now adds new page named after the imported Alembic file
Change 3087079 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Corrupted level package on loading cooked content
#jira UE-34591
Change 3087063 on 2016/08/12 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3087048 on 2016/08/12 by Matthew.Griffin
Changed Launcher Samples to create aggregate from property to avoid error in preflights
Only notify about Launcher Samples trigger in non-preflight builds
Change 3086985 on 2016/08/12 by Maciej.Mroz
#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]
Redone cl#3083825 from Dev-Blueprints
Change 3086960 on 2016/08/12 by Matthew.Griffin
Prevent Build DDC command from making DDC for platforms that aren't supported by project
#jira UEB-698
Change 3086945 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition
#jira UE-18291
Change 3086904 on 2016/08/11 by Lina.Halper
Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f
#jira: UE-34570
Change 3086891 on 2016/08/11 by Lina.Halper
DUPEFIX: CL 3086544 from Michael Noland
Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
#jira UE-34223
#tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...
#tests (from Lina H) started the test project from JIRA and PIE, and no crash.
Change 3086837 on 2016/08/11 by Nick.Whiting
Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation
#jira UE-32564
Change 3086797 on 2016/08/11 by Dmitry.Rekman
Linux: fix crash on editor exit (UE-30795, UE-7519).
- FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that.
#jira UE-30795
Change 3086735 on 2016/08/11 by Richard.TalbotWatkin
Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now.
#jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash
Change 3086726 on 2016/08/11 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : 2DVR
2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen.
-Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary.
#jira UEVR-13
#review-3086004 @chad.taylor @nick.whiting
Change 3086652 on 2016/08/11 by Dmitry.Rekman
Linux: re-enable ICU (UE-34012).
- Built static libs against libc++; disabled using dynamic ones.
- Fixes lack of rich text formatting.
#jira UE-34012
Change 3086648 on 2016/08/11 by Nick.Whiting
Adding support for getting the HMD Device name from code / blueprints
#jira UE-31785
Change 3086589 on 2016/08/11 by Chad.Taylor
Fixing Vive resolution on packaged builds
#jira UE-34535
Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt
Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead.
#jira UE-34397
Change 3086529 on 2016/08/11 by Marc.Audy
Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default)
#jira UE-34287
Change 3086376 on 2016/08/11 by Peter.Sauerbrei
remove cached file handle from iOS and Android to save memory during loads
#jira UE-31720
Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt
Guard against crash with corrupted editor layouts
#jira UE-34364
Change 3086345 on 2016/08/11 by Dan.Oconnor
ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time)
#jira UE-34380
Change 3086272 on 2016/08/11 by Cody.Albert
Updating First Person templates to fix cook errors
#jira UE-22726
Change 3086259 on 2016/08/11 by Nick.Whiting
Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used
#jira UE-31617
Change 3086202 on 2016/08/11 by Marcus.Wassmer
Duplicate 3086176 to fix broken shaderpipelines on PS4
#jira UE-34540
Change 3086080 on 2016/08/11 by mason.seay
Test animbp for sub anim instances
#jira UE-29618
Change 3086062 on 2016/08/11 by Tom.Looman
Migrate from //depot/usr/ into Release-4.13 for VR Template.
#jira ue-34533
Change 3086032 on 2016/08/11 by Mike.Beach
Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it).
#jira UE-34350
Change 3086025 on 2016/08/11 by Olaf.Piesche
#jira UE-32058
Replicating fix from 3050352
Change 3085969 on 2016/08/11 by John.Pollard
CIS fix
#jira UE-30516
Change 3085819 on 2016/08/11 by Jurre.deBaare
bForceOneSmoothingGroup not working for skeletal meshes
#fix Added check for forced smoothing group and calculate normals accordingly
#misc Spotted some non-referenced const TArrays being passed to CalculateTangents
#jira UE-34555
Change 3085799 on 2016/08/11 by Ben.Marsh
Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing.
Change 3085763 on 2016/08/11 by Daniel.Lamb
Fix for circular initialization of a singleton on android causing hang when using cook on the fly.
#jira UE-34442
Change 3085717 on 2016/08/11 by Dmitry.Rekman
Linux: better messaging around Steam initialization (UE-32052).
- Also added a standalone test.
#jira UE-32052
Change 3085715 on 2016/08/11 by Chris.Bunner
Dropped check to an ensure as there's existing handling for invalid assets in that case.
#jira UE-23902
Change 3085714 on 2016/08/11 by Olaf.Piesche
#jira UE-30398
Fix offset added to particle collision locations.
Replicated from 3084645 in Dev-Rendering
Change 3085713 on 2016/08/11 by Chris.Babcock
Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now)
#jira UE-33840
#ue4
#android
#ios
#opengl
Change 3085711 on 2016/08/11 by Olaf.Piesche
#jira UE-34106
#jira UE-32784
#jira UE-31198
Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)
Replicated from 3083909 in Dev-Rendering
Change 3085707 on 2016/08/11 by Matthew.Griffin
Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue
Change 3085656 on 2016/08/11 by Marc.Audy
PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker)
#jira UE-32418
#jira UE-33617
Change 3085641 on 2016/08/11 by Lina.Halper
Fixed invalid compressed track data
- need a better solution and added ticket for 4.14 - UE-34547
#jira: UE-34077
Change 3085606 on 2016/08/11 by Max.Preussner
Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381)
#jira UE-34381
Change 3085568 on 2016/08/11 by Maciej.Mroz
#jira UE-34436 Ensures when copy/pasting linked anim bp nodes
FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).
Change 3085532 on 2016/08/11 by Peter.Sauerbrei
fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC
#jira UE-30335
Change 3085528 on 2016/08/11 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#jira UE-34543
Change 3085418 on 2016/08/11 by Maciej.Mroz
#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults
Redone cl#3084313 from Dev-Blueprints
Change 3085395 on 2016/08/11 by John.Pollard
Don't allow hot-reloading if we're running PIE instances
#jira UE-30516
Change 3085377 on 2016/08/11 by Tom.Looman
Added StarterMap (WIP) to resolve JIRA.
#jira ue-34311
Change 3085364 on 2016/08/11 by Ben.Woodhouse
Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur.
#jira UE-28561
Change 3085341 on 2016/08/11 by Dmitriy.Dyomin
Fixed: Creating Launcher Profile does not always shows all project available maps
#jira UE-33765
Change 3085336 on 2016/08/11 by Andrew.Rodham
Sequencer: Runtime instances are no longer updated when bluprints are recompiled
This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register
#jira UE-34499
Change 3085332 on 2016/08/11 by Dmitriy.Dyomin
Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication
#jira UE-26868
Change 3085331 on 2016/08/11 by Ben.Woodhouse
Fix for threading related crash with precomputed lighting volumes
#jira UE-34531
Change 3085323 on 2016/08/11 by Allan.Bentham
Remove android specific vulkan hack to recreate depth buffer's imageview.
#jira UE-33593
#jira UE-33336
Change 3085313 on 2016/08/11 by Thomas.Sarkanen
StopRecordingAnimation now uses the same maing logic as RecordAnimation
This prevents inconsisten behaviour between record and stop record commands
#jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor
Change 3085301 on 2016/08/11 by Allan.Bentham
Only allow gaussian DoF on mobile. Disable DoF for all other types.
#jira UE-34217
Change 3085292 on 2016/08/11 by Thomas.Sarkanen
Revert change to force shipping dlls in shipping builds
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3085291 on 2016/08/11 by Matthew.Griffin
Added nodes for Linux Editor, DDC and installed build
Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products
Change 3084973 on 2016/08/10 by Jeff.Campeau
Use relative settings for ShooterGame manifest
Package creation checks Xbox One target settings in Engine instead of Game config
#jira UE-33808
Change 3084932 on 2016/08/10 by patrickr.donovan
#jira UE-29618
SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing.
Change 3084886 on 2016/08/10 by Daniel.Wright
Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
#jira UE-33238
Change 3084878 on 2016/08/10 by Jeff.Campeau
UFE launch command is generated with all devices requested instead of just the first.
#jira UE-34302
Change 3084860 on 2016/08/10 by Dmitry.Rekman
Fix CrashReportClient crashing on start (UE-32976, UE-34451).
- Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes.
#jira UE-32976
Change 3084756 on 2016/08/10 by Dmitry.Rekman
Linux: clean-up compiler settings logic (UE-22715).
- Includes parts of pull request #1704 by zaps166.
- Disables exceptions in most builds.
#jira UE-22715
Change 3084679 on 2016/08/10 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3084475
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
Change 3084614 on 2016/08/10 by Daniel.Wright
Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
#jira UE-34321
Change 3084607 on 2016/08/10 by Jeremiah.Waldron
Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP
Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur
Relates to:
#jira UE-34283
Change 3084586 on 2016/08/10 by Jeff.Campeau
Chunks don't assume they're done downloading at 100%.
#jira UE-34386
Change 3084552 on 2016/08/10 by Lina.Halper
Fix GetWorldFromContextObject to be used for another thread safer
: Guard to modify static variabls by another thread
#jira: UE-34416
Change 3084551 on 2016/08/10 by Mitchell.Wilson
Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP
Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level.
#jira UE-32855
Change 3084535 on 2016/08/10 by Mike.Beach
Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names.
#jira UE-34378
Change 3084526 on 2016/08/10 by Jeff.Campeau
Update XDK to August 2016
#jira UEPLAT-1374
Change 3084471 on 2016/08/10 by John.Pollard
Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown>
#jira UE-34295
Change 3084363 on 2016/08/10 by Marc.Audy
Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport
#jira UE-34101
Change 3084231 on 2016/08/10 by Michael.Trepka
Fixed a problem with the search box in blueprint context menu not getting focus on Mac
#jira UE-20884
Change 3084229 on 2016/08/10 by Dmitry.Rekman
Linux: remove hardcoded staged files (UE-24594).
#jira UE-24594
Change 3084215 on 2016/08/10 by Chris.Bunner
Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view.
#jira UE-31936
Change 3084052 on 2016/08/10 by Jurre.deBaare
Alembic skeletal mesh importer does not calculate correct smoothing groups
#fix follow same routine as regular smoothing group/normal calculation
#jira UE-34493
Change 3084029 on 2016/08/10 by Phillip.Kavan
[UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object.
Mirrored from //UE4/Dev-Blueprints (CL# 3082839).
#jira UE-34458
Change 3084027 on 2016/08/10 by Ben.Woodhouse
Fix for crash when applying BSP materials
This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread.
The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh.
#jira UE-31460
Change 3083981 on 2016/08/10 by Matthew.Griffin
Set Localization branch for Localise command to release version when running in the Release Branch
#jira UE-34471
Change 3083970 on 2016/08/10 by Max.Preussner
PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481)
#jira UE-33481
Change 3083918 on 2016/08/10 by Matthew.Griffin
Exclude UBT generated files from the installed build
Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt
Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material
#jira UE-34360
Change 3083890 on 2016/08/10 by Matthew.Griffin
Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage.
Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project.
#jira UE-34401
Change 3083873 on 2016/08/10 by Dmitry.Rekman
CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478).
#jira UE-34478
Change 3083862 on 2016/08/10 by Mitchell.Wilson
Rebuilt lighting on Advanced_Lighting level in Samples Content
#jira UE-34383
Change 3083792 on 2016/08/10 by Benn.Gallagher
PR #2671: Fix sub instance curve values. (Contributed by tmiv)
PR #2668: Sub inst post anim fix (Contributed by tmiv)
#jira UE-34162
#jira UE-34121
Change 3083775 on 2016/08/10 by Kevin.Rushin
QAGame - Updating VRLatency Testmap, Can freelook
#jira UE-29618
Change 3083771 on 2016/08/10 by Robert.Manuszewski
Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit.
#jira UE-34371
Change 3083742 on 2016/08/10 by Lee.Clark
4.13 - PS4 - Fix memory allocation sizes
#jira UE-33270
Change 3083732 on 2016/08/10 by Ben.Marsh
Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger.
Change 3083690 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Foliage instances are not included when exporting a scene to FBX
#jira UE-34214
Change 3083654 on 2016/08/10 by Keith.Judge
Fix analysis warnings. Simple change from Release() to SAFE_RELEASE().
#jira UE-23059
Change 3083646 on 2016/08/10 by Thomas.Sarkanen
Use shipping PhysX libs for installed builds
Copy fix from UE4Game.Target.cs to apply to all packaged games
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3083527 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Warning upon Undo/redo-ing of sculpting the landscape
#jira UE-34443
Change 3083502 on 2016/08/10 by Dmitriy.Dyomin
Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting
#jira UE-34417
Change 3083349 on 2016/08/09 by Daniel.Wright
Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0
#jira UE-31181
Change 3083167 on 2016/08/09 by Chad.Taylor
Null deref crash fix
#jira UE-33830
Change 3083144 on 2016/08/09 by Zabir.Hoque
Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite.
#jira UE-32980
Change 3083136 on 2016/08/09 by Chad.Taylor
Stripping out egregious log spam
#jira UE-34181
Change 3083116 on 2016/08/09 by John.Billon
Defaulting r.D3D.RemoveUnusedInterpolators to on.
#Jira UE-34461
Change 3083114 on 2016/08/09 by John.Billon
Fixing static analysis warning in NullRHI.
#Jira UE-34462
Change 3083070 on 2016/08/09 by Dmitry.Rekman
PR #2516: CMake improvements and fixes (UE-22233, UE-32136).
- Contributed by Nihlus.
- Contains PR #1668 by mgerhardy
Summary of changes (from PR):
- Fixed an issue where CMake build files would contain invalid targets
- Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion.
- Fixed an issue where invalid target platforms could fall through and cause issues with the file generation.
- Improved code readability throughout the generator. Can still use some more polish.
- Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects.
- Improved commenting throughout the generator. As with readability, can still use some more polish.
- Removed unused using statements.
- Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion.
- Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets.
#jira UE-22233
Change 3082999 on 2016/08/09 by Jeremiah.Waldron
Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases
#jira UE-34457
Change 3082993 on 2016/08/09 by mason.seay
Fixed level BP error and updated Reverb asset
#jira UE-29618
Change 3082981 on 2016/08/09 by Peter.Sauerbrei
disable roughness calculation for iOS metal
#jira UE-31815
Change 3082912 on 2016/08/09 by Chris.Babcock
Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now
#jira UE-34432
#ue4
#android
Change 3082875 on 2016/08/09 by Chris.Bunner
Lowered verbosity of mesh build warning when using MikkTSpace.
#jira UE-23903
Change 3082867 on 2016/08/09 by Trung.Le
VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses
#jira UE-34227
Change 3082818 on 2016/08/09 by Mike.Beach
Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert).
#jira UE-34430
Change 3082794 on 2016/08/09 by Lukasz.Furman
fixed gameplay debugger extensions activating during simulate in editor
#jira UE-33343
Change 3082760 on 2016/08/09 by Jamie.Dale
Scene viewports are now centered when re-entering windowed mode
#jira UE-32842
Change 3082744 on 2016/08/09 by Mitchell.Wilson
Resaving assets to resolve empty engine version warnings.
#jira UE-29746
Change 3082728 on 2016/08/09 by Ben.Marsh
BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger.
#jira UE-34329
Change 3082686 on 2016/08/09 by Marc.Audy
If the GameMode is not carried over as part of a seamless travel create it.
#jira UE-25569
Change 3082663 on 2016/08/09 by John.Billon
Fixed SubUVAnimation asset crash when texture source is cleared.
#Jira UE-34231
Change 3082650 on 2016/08/09 by John.Billon
Changed an ensure the NullRHI dealing with memory allocation to be a log message.
#Jira UE-32362
Change 3082644 on 2016/08/09 by Maciej.Mroz
#jira UE-34240 Match 3 nativization failure
Redone cl3082121 from Dev-Blueprints
Change 3082633 on 2016/08/09 by Maciej.Mroz
#jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172]
Redone cl3082414 from Dev-Blueprints
Change 3082606 on 2016/08/09 by Michael.Trepka
Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler.
#jira UE-34276
Change 3082579 on 2016/08/09 by Benn.Gallagher
CIS fix, missed removing a few #ifs
#jira UE-29180
Change 3082525 on 2016/08/09 by Tom.Looman
Removed Android from supported platforms in VR Template.
#jira UE-34189
Change 3082523 on 2016/08/09 by Tom.Looman
Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior)
Fixed typo in level text.
#JIRA UE-34422
Change 3082504 on 2016/08/09 by Jurre.deBaare
Crash importing alembic asset over itself after saving it in Content Browser
#fix Trivial nullptr + isValid fix
#jira UE-34418
Change 3082433 on 2016/08/09 by Tom.Looman
Updated list of supported platforms.
#jira UE-34189
Change 3082423 on 2016/08/09 by Mitchell.Wilson
Resaving levels to resolve MikkTSpace warnings
Updating collision on SM_Floor_Round
#jira UE-30786
Change 3082361 on 2016/08/09 by Keith.Judge
Xbox One - Fix a controller disconnection crash.
- This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early.
- Changed it to copy each connected pad object one at a time, which maintains the correct refcount.
- Possibly a VS2015 Update 3 bug.
#jira UE-33955
Change 3082341 on 2016/08/09 by Mitchell.Wilson
Reimporting SM_GodRay_Plane
Resaving levels to resolve MikkTSpace warnings
Resaving multiple materials to resolve warnings
#jira UE-34212
Change 3082313 on 2016/08/09 by Matthew.Griffin
Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build)
Change 3082294 on 2016/08/09 by Jurre.deBaare
Crash when importing an Alembic file with Materials as a different asset type than one that already exists
#fix Ensure that we have a valid material to assign to the assets
#jira UE-34377
Change 3082291 on 2016/08/09 by Jurre.deBaare
Unable to save Alembic asset with materials after importing more than once
#fix Make sure we delete referenced transient materials if they are not used
#jira UE-34400
Change 3082290 on 2016/08/09 by Jurre.deBaare
Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on
#fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14
#jira UE-34392
Change 3082274 on 2016/08/09 by Benn.Gallagher
Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms.
#jira UE-29780
Change 3082273 on 2016/08/09 by Benn.Gallagher
Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain
#jira UE-30827
Change 3082270 on 2016/08/09 by Benn.Gallagher
Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted.
#jira UE-29180
Change 3082257 on 2016/08/09 by Jurre.deBaare
Auto align floor mesh does not work in Persona
#fix Readded functionality for the auto alignment :)
#jira UE-34404
Change 3082239 on 2016/08/09 by Peter.Sauerbrei
make sure IPP and supporting dlls are all 64-bit
#jira UE-34408
Change 3082225 on 2016/08/09 by Mitchell.Wilson
Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize
Reimporting SM_GodRay_Plane
Saving all levels to resolve MikkTSpace warnings.
#jira UE-30787
Change 3082222 on 2016/08/09 by Rolando.Caloca
UE4.13 - Fix crash on opengl3
- Load proper shader map depending on feature level
- int interpolators require nointerpolation modifier
#jira UE-33879
Change 3082221 on 2016/08/09 by Benn.Gallagher
Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop
#jira UE-34384
Change 3082179 on 2016/08/09 by Ben.Woodhouse
Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders.
#jira UE-31461
Change 3082170 on 2016/08/09 by Graeme.Thornton
Manual copy of CL 3078836 from Dev-Core to Release-4.13
Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading
#jira UE-33909
Change 3082169 on 2016/08/09 by Graeme.Thornton
Make FLauncherTasks have unique names so we don't end up with stat name collisions
#jira UE-33849
Change 3082163 on 2016/08/09 by Matthew.Griffin
Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts
Added Checks for files that might not exist when creating Installed Build from Github etc.
Tag the published installed build zips
#jira UE-34249
Change 3082139 on 2016/08/09 by Ben.Marsh
BuildGraph: Allow writing a schema without passing a script in.
Change 3082109 on 2016/08/09 by Thomas.Sarkanen
Fixed blendspaces producing bad data when degenerate spaces are present
Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications.
#jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph
Change 3082080 on 2016/08/09 by Matthew.Griffin
Added notifications for available triggers
Change 3082054 on 2016/08/09 by Allan.Bentham
Quality level override changes to high QL are now correctly picked up.
#jira UE-22812
Change 3082049 on 2016/08/09 by Allan.Bentham
Update shaders when mobile preview device is changed.
#jira UE-22810
Change 3081866 on 2016/08/09 by Max.Chen
Fbx Export: Fix build.
#jira UETOOL-750
Change 3081863 on 2016/08/09 by Max.Chen
Fbx Export: Fix level sequence fbx export.
- Fix 3d transform track export so that it does the correct flipping for translation and rotation curves.
- Fix setting rich curve tangents and interpolation modes.
- Fix camera focal length export.
#jira UETOOL-750
Change 3081823 on 2016/08/08 by Dmitriy.Dyomin
Fixed: Crash when simulating in editor with a landscape actor selected
#jira UE-34367
#coderview Gareth.Martin
Change 3081647 on 2016/08/08 by Chad.Taylor
OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport
#jira UE-34352
Change 3081645 on 2016/08/08 by Zak.Middleton
#ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback.
#jira UE-30178
Change 3081639 on 2016/08/08 by Tyler.Cole
Update build scripts for WEX MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081616 on 2016/08/08 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements
-2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode.
-A new ini setting for morpheus bStartInVR has been added, it defaults to true.
#jira UEVR-13
#review-3081284 @chad.taylor @nick.whiting
Change 3081597 on 2016/08/08 by Tyler.Cole
Update build scripts for Ocean MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081476 on 2016/08/08 by Tyler.Cole
Update build script for UE4 Release-4.13 stream Fortnite MCP.
#jira NONE-0
Change 3081397 on 2016/08/08 by Josh.Adams
- Fixing more linux case issues in UT
#jira ue-33478
Change 3081391 on 2016/08/08 by Mitchell.Wilson
Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap
#jira UE-33843
Change 3081383 on 2016/08/08 by Aaron.McLeran
#jira UE-34081
Implementing CL 3076637 into 4.13
#tests run a procedural sound wave object test
Change 3081337 on 2016/08/08 by Aaron.McLeran
#jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- OR-26580
- Implementing CL 3071258 to 3.13
#tests ran paragon with change, no crashes
Change 3081335 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed memory leak in source resolver (UE-34385)
#jira UE-34385
Change 3081320 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed typo (UE-32421)
#jira UE-32421
Change 3081276 on 2016/08/08 by Mitchell.Wilson
Resaving asset to resolve MikkTSpace warning.
#jira UE-31116
Change 3081269 on 2016/08/08 by Dan.Oconnor
Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint
#jira UE-34324
Change 3081052 on 2016/08/08 by Dan.Oconnor
Making a change to test UE-34324
#jira UE-34324
Change 3081026 on 2016/08/08 by Daniel.Wright
Added a heightfield painting example to BlueprintRenderToTarget content example
#jira UE-34323
Change 3081025 on 2016/08/08 by Daniel.Wright
CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
#jira UE-34321
Change 3081023 on 2016/08/08 by Aaron.McLeran
#jira UE-34325 Implementing 3080958 in 4.13
- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.
#tests ran repro case described in bug several times without crashing (was 100% repro)
Change 3081020 on 2016/08/08 by Dan.Oconnor
Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties
#jira UE-26310
Change 3081010 on 2016/08/08 by Dan.Oconnor
Fix for losing root transform when recycling objects
#jira UE-28398
Change 3080972 on 2016/08/08 by Mark.Satterthwaite
Duplicate CL #3080684:
Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination.
#jira UE-21857
Change 3080971 on 2016/08/08 by Mark.Satterthwaite
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3080923 on 2016/08/08 by Michael.Trepka
When archiving on for Mac delete the dest icon if it exists before trying to call File.Move
#jira UE-33304
Change 3080919 on 2016/08/08 by samuel.proctor
Revised assets for Blueprint Debugging tests
#jira UE-29618
Change 3080878 on 2016/08/08 by Ben.Marsh
Fix sample build timeouts due to generating DDC using installed engine builds taking too long.
* New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead.
* Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead.
Change 3080849 on 2016/08/08 by Marc.Audy
Always stop matinee sounds when jumping around, not just if the sound changed.
#jira UE-31447
Change 3080843 on 2016/08/08 by Ben.Marsh
BuildGraph: Fix compile error due to duplicated variable name.
Change 3080840 on 2016/08/08 by Max.Chen
Fbx: Fix rich curve export being exported at the incorrect times when baked.
#jira UETOOL-750
Change 3080824 on 2016/08/08 by Max.Chen
Sequencer: Revert fix root component structure for level sequence actor.
#jira UE-34354
Change 3080819 on 2016/08/08 by Chad.Taylor
Merging Move and Vive haptic implementation from Dev-VR to Release-4.13
#jira UE-27886
Change 3080818 on 2016/08/08 by Jurre.deBaare
Crash when importing the same Alembic file but as a different Asset Type
#fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed)
#misc Typo
#jira UE-34293
Change 3080817 on 2016/08/08 by Jurre.deBaare
Crash when importing an Alembic file with Materials if it already exists
#fix Only create materials if they don't already exist
#jira UE-34300
Change 3080814 on 2016/08/08 by Jurre.deBaare
Crash when importing Alembic files as Skeletal Mesh
#fix Set the NumVertices variable that was re-added :)
#misc removed dead code
#jira UE-34288
Change 3080813 on 2016/08/08 by Jurre.deBaare
[CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices()
#fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs)
#jira UE-34294
Change 3080797 on 2016/08/08 by Dmitriy.Dyomin
Fix: Crash opening levels with landscape in them via the command console in standalone game
#jira UE-34348
Change 3080784 on 2016/08/08 by Jamie.Dale
We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering)
#jira UE-34298
Change 3080734 on 2016/08/08 by Matthew.Griffin
Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent
Change 3080685 on 2016/08/08 by Peter.Sauerbrei
fix for crash on tvOS and iOS when launching a project
#jira UE-34005
Change 3080683 on 2016/08/08 by Matthew.Griffin
Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built
Change 3080681 on 2016/08/08 by Matthew.Griffin
Corrected path separators for Mac DDC location, which was preventing it from being included in installed build
Change 3080675 on 2016/08/08 by Robert.Manuszewski
Fixing CIS on Clang platforms
#jira UE-34025
Change 3080674 on 2016/08/08 by Ben.Woodhouse
Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507
#jira UE-32651
Change 3080594 on 2016/08/08 by Keith.Judge
Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed.
#jira UE-31607
Change 3080573 on 2016/08/08 by Martin.Wilson
Fix Root Motion from Everything blending incorrectly when using layered blend per bone
#Jira UE-17815
Change 3080517 on 2016/08/08 by James.Golding
PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran)
#jira UE-34299, UE-34279
Change 3080512 on 2016/08/08 by Benn.Gallagher
Fix for dangling sub-instance pointers when reinstancing on AnimBP compile
#jira UE-34137
Change 3080510 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421)
#jira UE-32421
Change 3080509 on 2016/08/08 by Robert.Manuszewski
Added more detailed message when TArray's BulkSerialize fails.
#jira UE-34025
Change 3080506 on 2016/08/08 by Allan.Bentham
Do not set render target if there are no modulated shadows.
#jira UE-33252
Change 3080498 on 2016/08/08 by Keith.Judge
Fix D3D12.x link error.
#jira UE-34322
Change 3080493 on 2016/08/08 by Matthew.Griffin
Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run.
#jira UE-34073
Change 3080490 on 2016/08/08 by Maciej.Mroz
#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match
Redone cl# 3080484
Change 3080462 on 2016/08/08 by Allan.Bentham
Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required.
Fix initialisation errors introduced in CL 3070035.
#jira UE-34099
Change 3080242 on 2016/08/07 by Max.Chen
Sequencer: Fix to allow deleting spawnables from the viewport
#jira UE-28523
Change 3080241 on 2016/08/07 by Dmitriy.Dyomin
Fixed: StartCameraFade not fading camera when MobileHDR is off
#jira UE-34143
Change 3079990 on 2016/08/06 by andrew.porter
Changing defaults on some settings on M_Details for test case.
#jira UE-29618
Change 3079989 on 2016/08/06 by andrew.porter
Setting two sided off on M_Details material
#jira UE-29618
Change 3079986 on 2016/08/06 by phillip.patterson
Updated QA-Foliage for test case
#jira UE-29618
Change 3079984 on 2016/08/06 by andrew.porter
Adding test content for using sprites in UMG
#jira UE-29618
Change 3079879 on 2016/08/05 by Dmitry.Rekman
Remove HITCHHUNTER logspam from release UE (UE-30959).
#tests Compiled the UE4Editor.
#jira UE-30959
Change 3079815 on 2016/08/05 by Tyler.Cole
Set dependencies for Orion MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3079808 on 2016/08/05 by Daniel.Wright
BlueprintRenderToTarget content example map with interactable fluid surface
#jira UE-34323
Change 3079746 on 2016/08/05 by Daniel.Wright
Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
New blueprint function CreateRenderTarget2D
#jira UE-34321
Change 3079569 on 2016/08/05 by Mitchell.Wilson
Updating template tutorials after assets were moved to new folders
#jira UE-34139
Change 3079546 on 2016/08/05 by Ian.Shadden
#UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6
#jira UE-34316
Change 3079542 on 2016/08/05 by Mark.Satterthwaite
Duplicate CL #3079503:
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079472 on 2016/08/05 by Peter.Sauerbrei
fix for remote server name being empty stopping a build for a BP project in binary
fix for several error messages from platform requirements not stopping a build
#jira UE-34213
Change 3079453 on 2016/08/05 by Benjamin.Hyder
Updating QA_Materials to include Material Details example
#jira UE-29618
Change 3079389 on 2016/08/05 by Gareth.Martin
Missing file from CL 3079376:
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079384 on 2016/08/05 by Michael.Trepka
PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE)
#jira UE-29358
Change 3079376 on 2016/08/05 by Gareth.Martin
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079365 on 2016/08/05 by Peter.Sauerbrei
fix for executable name mismatch in plist vs actual executable when project has an underscore in the name
#jira UE-34192
Change 3079361 on 2016/08/05 by Ryan.Vance
#jira UE-34297
Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :)
Change 3079349 on 2016/08/05 by Mason.Seay
Deleting unneeded assets
#jira UE-29618
Change 3079306 on 2016/08/05 by Peter.Sauerbrei
IPP is now built as a 64-bit executable
#jira UE-26393
Change 3079303 on 2016/08/05 by Peter.Sauerbrei
PR2018 - disable user input request from ssh courtesy of Teivaz
#jira UE-26393
Change 3079276 on 2016/08/05 by mason.seay
Extended Line Trace For Convenient
#jira UE-29618
Change 3079274 on 2016/08/05 by Alex.Delesky
#jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons.
Change 3079273 on 2016/08/05 by Max.Chen
Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks.
#jira UE-34301
Change 3079254 on 2016/08/05 by Ori.Cohen
Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping.
#JIRA UE-34224
Change 3079242 on 2016/08/05 by Nick.Darnell
Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving.
#jira UE-34304
Change 3079129 on 2016/08/05 by Jurre.deBaare
#jira UE-34278
#fix Changed reimport path to be the same as geometry cache / skeletal mesh
Unable to reimport Alembic static meshes
#jira UE-34292
#fix Handle cancelled situation during reimport ui interaction
Cancelling the reimport of an Alembic file seems to confirm the action
#jira UE-34288
#fix Possible fix, flush rendering commands before importing
Crash when importing Alembic files as Skeletal Mesh
#jira UE-34282
#fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled
"Failed to Import" message when clicking Cancel on the Alembic Import Message
Change 3079127 on 2016/08/05 by Marc.Audy
Properly clean up all worlds when ending PIE while a seamless transition is active
#jira UE-33863
Change 3079107 on 2016/08/05 by Mike.Beach
Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact).
#jira UE-30548
Change 3079093 on 2016/08/05 by Jurre.deBaare
Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white
#fix Hide the environment and sky when showing vertex colours
#jira UE-34251
Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off
#fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings
#jira UE-34206
Change 3079090 on 2016/08/05 by Jurre.deBaare
Bad performance when changing (slider) values for the advanced preview scene
#fix Could not repro but added some more check if update needed checks
#jira UE-33496
Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting
#fix Add the rotational delta for the sky to the directional light rotation
#jira UE-34108
Change 3079088 on 2016/08/05 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work
#fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing
#jira UE-34127
Change 3079040 on 2016/08/05 by Max.Preussner
MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290)
Also made class properties blueprint read-writable
#jira UE-34290
Change 3078958 on 2016/08/05 by Marc.Audy
Don't ever reregister child actor components
Don't destroy child actors when hiding a level
#jira UE-31038
Change 3078954 on 2016/08/05 by ryan.brucks
#jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL
Change 3078952 on 2016/08/05 by Phillip.Kavan
[UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser.
change summary:
- modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop.
#jira UE-34085, UE-34169
Change 3078912 on 2016/08/05 by Andrew.Rodham
Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified
#jira UE-33875
Change 3078900 on 2016/08/05 by Lauren.Ridge
Fix for small Vive HMD movements entering VR mode
#jira UE-33970
Change 3078880 on 2016/08/05 by Jack.Porter
Cannot set GenerateOverlapEvents flag on Landscape
#jira UE-9055
Change 3078879 on 2016/08/05 by Lee.Clark
PS4 - Fix corrupted debuffer decals
(CMask wasn't getting decoded correctly)
#jira UE-34273
Change 3078871 on 2016/08/05 by Steve.Robb
Fix for changes to UObject*s in property boxes.
#jira UE-29596
Change 3078857 on 2016/08/05 by Max.Chen
Sequencer: Set Fixed frame interval playback to false by default.
#jira UE-34272
Change 3078850 on 2016/08/05 by mason.seay
Updated map to test physics mesh, added comments to level BP
#jira UE-29618
Change 3078795 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixed spawnables not responding to blueprint reinstance events
This ultimately left spawnable bindings broken, and an unreachable object in the world
#jira UE-31635
Change 3078786 on 2016/08/05 by Robert.Manuszewski
Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array.
#jira UE-33872
Change 3078782 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixes to "Create Camera Here" functionality
Fixed crash when undoing the "Create Camera Here" operation.
Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly)
Fixed issues when the cursor was outside of the play range
#jira UE-33127
Change 3078737 on 2016/08/05 by Andrew.Rodham
Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety
#jira UE-34256
Change 3078722 on 2016/08/05 by Ben.Woodhouse
Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481)
#jira UE-34269
Change 3078620 on 2016/08/05 by Dmitriy.Dyomin
Fixed: SunTemple geometry has rendering artifacts on low end devices
[Android_Low] devices will use 'Low' material quality level
#jira UE-22455
Change 3078584 on 2016/08/05 by James.Golding
Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging)
#jira UE-33675
Change 3078565 on 2016/08/05 by Jack.Porter
Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer.
#jira UE-33842
Change 3078564 on 2016/08/05 by James.Golding
Fix display name for bSupportUVFromHitResults to fix missingspace
#jira UE-34248
Change 3078542 on 2016/08/05 by Yannick.Lange
VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked.
#jira UE-32839
Change 3078541 on 2016/08/05 by Yannick.Lange
VR Editor : Fix linux compile error from VREditorAvatarActor
#jira UE-34215
Change 3078396 on 2016/08/04 by Max.Chen
Sequencer: Invalidate playback context when map changes.
#jira UE-34256
Change 3078291 on 2016/08/04 by Jeff.Campeau
RHI compress/decompress return success/failure
Failure falls back to software method
D3D12 for Xbox One still needs implementation
#jira UE-31363
Change 3078131 on 2016/08/04 by Chris.Babcock
Deal with missing Android movie framerate by defaulting to 30 if not available
#jira UE-34208
#ue4
#android
Change 3078084 on 2016/08/04 by John.Billon
Disabled AMD hacks Cvars that aren't needed anymore.
#Jira UE-30772
Change 3078083 on 2016/08/04 by John.Billon
Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets.
Added a couple of more ensures when allocating render targets.
Added log message when changing feature levels.
#Jira UE-32536
#Jira UE-32204
Change 3078039 on 2016/08/04 by Josh.Adams
- Fixed a case issue with Linux
#jira UE-33478
Change 3078029 on 2016/08/04 by Ryan.Vance
#jira UE-30989
We need to disable the hmd mask when down sampling to ensure valid input data for blur passes.
Change 3078027 on 2016/08/04 by Lina.Halper
Fix sequencer morphtarget displaying issue
#code review:Max.Chen
#jira: UE-28459
Change 3078012 on 2016/08/04 by mason.seay
map and asset updates for testing UV hit detection
#jira UE-29618
Change 3078009 on 2016/08/04 by Jamie.Dale
Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading
This prevents it being incorrectly set by other operations, such as counting memory used by font data.
#jira UE-34252
Change 3078006 on 2016/08/04 by Mark.Satterthwaite
Duplicate CL #3064008 & CL #3077412:
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3078002 on 2016/08/04 by John.Billon
Fixed LowLightMapQuality warning triggering with wrong conditions.
#Jira UE-33237
Change 3078001 on 2016/08/04 by John.Billon
Fixed a crash due to particle threading issues in packaged game.
#Jira UE-32147
Change 3077989 on 2016/08/04 by Rolando.Caloca
UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts.
#jira UE-34218
Change 3077940 on 2016/08/04 by Jeff.Campeau
Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir)
Include copies of the VS2015 runtime and UCRT
Change -applocaldir parameter to -applocaldirectory
Stage to engine and project binaries paths (for crash reporter, etc.)
#jira UE-33903
Change 3077936 on 2016/08/04 by Daniel.Wright
DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject
#jira UE-34183
Change 3077927 on 2016/08/04 by Lina.Halper
Fix issue with morphtarget not working due to invalid guid
#jira: UE-34077
Change 3077919 on 2016/08/04 by Daniel.Wright
Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
#jira UE-34245
Change 3077877 on 2016/08/04 by Ori.Cohen
Fix physical animation undo/redo not affecting linked bodies and constraints
#JIRA UE-33987
Change 3077823 on 2016/08/04 by Ori.Cohen
Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt)
#JIRA UE-33985
Change 3077814 on 2016/08/04 by Uriel.Doyon
Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all"
#jira UE-34120
#review-3077812
Change 3077781 on 2016/08/04 by Max.Chen
Sequencer: Fix crash in rotation key struct
#jira UE-34155
Change 3077771 on 2016/08/04 by Lina.Halper
Added const and removed auto
#jira: UE-33023
Change 3077702 on 2016/08/04 by Daniel.Wright
Copy - Planar reflection show flags can now be edited
#jira UE-34229
Change 3077585 on 2016/08/04 by Ori.Cohen
Fix spam when moving simulated skeletal mesh in the editor.
#JIRA UE-34164
Change 3077532 on 2016/08/04 by Tom.Looman
Fixed error in description of VR Template.
#jira ue-33950
Change 3077517 on 2016/08/04 by Tom.Looman
Fixed parsing error for FP_VirtualRealityBP
#jira UE-34059
Change 3077493 on 2016/08/04 by Tom.Looman
Updated Template description to remove GearVR reference and include more clear message on the two available maps.
#jira UE-33950
Change 3077492 on 2016/08/04 by Tom.Looman
Improvements to VR Template
Fixed teleportation issue on both locomotion types (JIRA)
Rebuilt navmesh for motioncontrollermap
Added new WIP startermap to clarify the difference between the multiple levels.
Added more comments and did some cleanup in BPs.
#jira UE-33962
Change 3077491 on 2016/08/04 by Jurre.deBaare
Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance
#fix Pass in complete path to save material to instead of just the name
#jira UE-34211
Change 3077481 on 2016/08/04 by Tom.Looman
Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config)
#jira ue-34143
Change 3077463 on 2016/08/04 by Ben.Woodhouse
Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off.
#jira UE-32843
Change 3077432 on 2016/08/04 by Steve.Robb
Removal of Fortnite-specific setting which disables hot reload.
#jira UE-33261
Change 3077380 on 2016/08/04 by Keith.Judge
Fix for green reflection environment in some maps.
- Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present()
- Fixed a validation error when locking cube map faces which was causing them not to be updated.
- Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error).
- Added a GPU/CPU sync at the same point the PS4 code does.
#jira UE-32086
Change 3077336 on 2016/08/04 by Mitchell.Wilson
removed r.Streaming.PoolSize from DefaultEngine.ini
Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning.
#jira UE-30941
Change 3077275 on 2016/08/04 by Phillip.Kavan
[UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop.
#jira UE-29903
Change 3077119 on 2016/08/04 by Marc.Audy
Use TickType All when in PIE
#jira UE-18982
Change 3077108 on 2016/08/04 by Jon.Nabozny
Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null.
This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing.
#jira UE-34032
Change 3077073 on 2016/08/04 by Jurre.deBaare
bBlendOverlappingNormals does not seem to have an impact for Alembic importing
#fix this wasn't being used in the normal calculation anymore so redundant
#jira UE-34204
Change 3077059 on 2016/08/04 by Robert.Manuszewski
Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split).
#jira UE-34200
Change 3077024 on 2016/08/04 by Thomas.Sarkanen
Added GetResourceSize to UDataAsset
Data assets now correctly report their size.
#jira UE-28851 - Fix mem reporting of DataTables
Change 3077001 on 2016/08/04 by Andrew.Rodham
Sequencer: Fixed sequencer adding spawnables into recorded worlds twice
The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world.
Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded.
#jira UE-31422
Change 3076995 on 2016/08/04 by Matthew.Griffin
Fixed Shadow Variable warning
Change 3076974 on 2016/08/04 by Matthew.Griffin
Added Node to build CrashReportClient for Linux that can be used by internal game targets
Change 3076820 on 2016/08/04 by Max.Chen
Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist).
#jira UE-34199
Change 3076665 on 2016/08/03 by Dan.Oconnor
Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false
#jira UE-18982
Change 3076569 on 2016/08/03 by Chad.Taylor
SteamVR GetOrthoProjection implementation to fix broken console rendering in VR
#jira UE-21424
Change 3076556 on 2016/08/03 by Aaron.McLeran
#jira UE-34154 PSVR Stereo assets are spatialized as MONO
- All audio was routing through A3D lib regardless of if it was mono/stereo etc.
- Fix is to only route audio that is mono and spatialized
- Fixed some compile errors/shadow variables
- Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library
Change 3076546 on 2016/08/03 by Aaron.McLeran
#jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
Implementing 3069092 in Release-4.13
- Not all active sounds have sound classes, was causing a crash
#tests Run game with stat soundcues and not crash
Change 3076512 on 2016/08/03 by Ben.Marsh
Fix warning about UnrealTournament:true argument.
Change 3076492 on 2016/08/03 by Daniel.Wright
Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor.
#jira UE-34177
Change 3076491 on 2016/08/03 by Daniel.Wright
Marked the Forward Shading project setting as experimental for 4.13
#jira UE-34176
Change 3076490 on 2016/08/03 by Daniel.Wright
Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible
#jira UE-34175
Change 3076489 on 2016/08/03 by Daniel.Wright
Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0
#jira UE-34174
Change 3076485 on 2016/08/03 by Daniel.Wright
Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
#jira UE-34173
Change 3076440 on 2016/08/03 by Ryan.Vance
#jira UE-34184
Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk.
Adding Oculus 1.6 support.
Change 3076399 on 2016/08/03 by Nick.Darnell
Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior.
#jira UE-34185
Change 3076397 on 2016/08/03 by Rolando.Caloca
UE4.13 - hlslcc -Fix for hlsl length(float)
#jira UE-32629
Change 3076337 on 2016/08/03 by mason.seay
Test assets (and map for ensure bug)
#jira UE-29618
Change 3076332 on 2016/08/03 by Peter.Sauerbrei
fix for clang build errors
#jira UE-34163
Change 3076326 on 2016/08/03 by Ryan.Vance
#jira UE-32975
Using the wrong screen position in the base pass pixel shader with ISR.
Change 3076309 on 2016/08/03 by Benjamin.Hyder
Renaming TEST-LightingFeatures to TM-LightingFeatures
#jira UE-29618
Change 3076299 on 2016/08/03 by Chad.Taylor
Fix SteamVR lag in late-update fold child renderables.
#jira UE-33928
Change 3076214 on 2016/08/03 by Mitchell.Wilson
Resaving BluperintOffice level to resolve MikkTSpace warnings.
Reimporting SM_GodRay_Plane to resolve cook warning.
#jira UE-30064
Change 3076112 on 2016/08/03 by Max.Chen
Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions)
#jira UE-34167
Change 3076090 on 2016/08/03 by Marc.Audy
Fix Mac compile error
#jira UE-34163
Change 3076075 on 2016/08/03 by Jeremiah.Waldron
Fixing comments documenting attribute in deleteFiles node for UPL
#jira UE-34161
Change 3076034 on 2016/08/03 by Mitchell.Wilson
Resaving Strategy Game maps to resolve MikkTSpace warnings.
Resaving material in strategy game to resolve string asset reference warning.
#jira UE-29720
Change 3076003 on 2016/08/03 by Mitchell.Wilson
Resaving Elemental Demo levels to resolve MikkTSpace warnings.
Resaving multiple materials to resolve String asset reference warnings.
#jira UE-29679
Change 3075985 on 2016/08/03 by Jeremiah.Waldron
Fixing UPL comments misnaming the deleteFiles node
#jira UE-34161
Change 3075977 on 2016/08/03 by Maciej.Mroz
#jira UE-30473 Moving child component in child blueprint forces parent to become dirty
Duplicated from Dev-Blueprints CL 3075793
Change 3075959 on 2016/08/03 by Marc.Audy
Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639)
#jira UE-33921
Change 3075891 on 2016/08/03 by Chad.Taylor
SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline.
#jira UE-34142
Change 3075882 on 2016/08/03 by Dan.Oconnor
Manually integrating 3073939 to address UE-19062
#jira UE-19062
Change 3075805 on 2016/08/03 by Marc.Audy
Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803
#jira UE-18982
Change 3075803 on 2016/08/03 by Marc.Audy
Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked
#jira UE-18982
Change 3075761 on 2016/08/03 by Max.Preussner
MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152)
#jira UE-34152
Change 3075719 on 2016/08/03 by Chad.Taylor
Blocker fix for binary editor crash on incorrectly used dll
#jira UE-34142
Change 3075709 on 2016/08/03 by Jeremiah.Waldron
Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor
#android
#jira UE-34149
Change 3075695 on 2016/08/03 by Jurre.deBaare
Adding missing debug zlib dll
#jira UE-123
Change 3075641 on 2016/08/03 by Jurre.deBaare
Crash when re-importing alembic cache file several times
#fix Always create a new object when importing
#jira UE-34130
Change 3075609 on 2016/08/03 by Danny.Bouimad
#jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does.
Change 3075578 on 2016/08/03 by Mitchell.Wilson
Updating attenuation settings for multiple sounds in Strategy Game.
#jira UE-25828
Change 3075529 on 2016/08/03 by Trung.Le
VREditor: Fxied foliage lasso select without pressing trigger
#jira UE-33689
Change 3075502 on 2016/08/03 by Lee.Clark
Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.
#jira UE-28549
Change 3075386 on 2016/08/03 by Robert.Manuszewski
Fixing bulkdata using source data pointer as an archive instead of raw data when saving
#jira UE-34132
Change 3075384 on 2016/08/03 by mason.seay
AnimBP for crash bug
#jira UE-29618
Change 3075350 on 2016/08/03 by Max.Chen
Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections.
#jira UE-30506
Change 3075327 on 2016/08/03 by Max.Chen
Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport.
#jira UE-34093
Change 3075313 on 2016/08/03 by Matthew.Griffin
Tidied up hardcoded installed build includes so that they're all in one file with platform checks
Added .dll.config files to CsCompile build products if they exist
Change 3075133 on 2016/08/03 by Yannick.Lange
VREditor : Original submit in Dev-VREditor = 3064489
- Fix crash when starting VREditor and then changing levels
#jira UE-33766
Change 3075124 on 2016/08/03 by Thomas.Sarkanen
Fixed undo/redo crash when editing anim blueprint defaults
Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo.
#jira UE-34024 - Crash undoing variable change in Animation Blueprint.
Change 3075101 on 2016/08/03 by Matthew.Griffin
Adding job to selectively build games in release branch
Also adding documentation and localization to overnight build
#jira UEB-688
Change 3075061 on 2016/08/03 by Yannick.Lange
VR Editor : Original submit in Dev-VREditor = 3062883
- Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552
- Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509
- Fixed crash when enabling VR Editor in editor preferences without a HMD connected
- Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553
- Avatar code refactor to its own actor class #jira UETOOL-812
#jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812
Change 3075059 on 2016/08/03 by Allan.Bentham
Fall back to standard shadows when capsule shadows are not supported.
#jira UE-33344
Change 3075045 on 2016/08/03 by Matthew.Griffin
Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step
Change 3074693 on 2016/08/02 by Dan.Oconnor
Manually integrating 3070569 from Dev-Blueprints
#jira UE-34119
Change 3074672 on 2016/08/02 by Dan.Oconnor
Manually integrating 3061854 into 4.13 from Dev-Blueprints
#jira UE-34119
Change 3074646 on 2016/08/02 by Aaron.McLeran
#jira UE-34081 Implementing from Dev-Framework CL 3074325
Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback
- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.
- Implementing 3003851 from UT into Dev-Framework.
Change 3074630 on 2016/08/02 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
+ Give a more friendly error message when UHT fails with an invalid error code.
#jira UE-23846
#jira UE-33200
#jira UE-32397
Change 3074590 on 2016/08/02 by Rolando.Caloca
UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled).
#jira UE-33694
Change 3074588 on 2016/08/02 by Chad.Taylor
Update OpenVR SDK to v1.0.2
-Hooked up added aspect ratio and sort priority features to SteamVR stereo layers
#jira UE-34115
Change 3074481 on 2016/08/02 by Ori.Cohen
Make sure that new physical animation data defaults to 0
#JIRA UE-33678
Change 3074395 on 2016/08/02 by Ori.Cohen
Fix duplication of physical animation profiles not duplicating data.
Also fix undo redo not working for profiles.
Fix editor not passing Duplicate change type
#JIRA UE-33987, UE-33985
Change 3074392 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Reverting CL 3074177, since it introduced side-effects.
Change 3074364 on 2016/08/02 by phillip.patterson
Re-created UMG_Optimization for Test Cases
#jira UE-29618
Change 3074346 on 2016/08/02 by Jurre.deBaare
Potential DDC warning fix, remove non-existing values
#jira UE-123
Change 3074289 on 2016/08/02 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirement
Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed.
-When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag.
#jira UEVR-13
#review-3074209 @chad.taylor @nick.whiting
Change 3074196 on 2016/08/02 by Martin.Wilson
Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints)
#jira UE-23453
Change 3074177 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint.
Change 3074157 on 2016/08/02 by Ben.Marsh
Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff.
Change 3074132 on 2016/08/02 by Trung.Le
VREditor: Fixed brush preview present while in foliage mode and hovering at UI
#jira UE-33228
Change 3074131 on 2016/08/02 by Tom.Looman
Fix for scalability build warnings in VR Template
#jira ue-33325
Change 3074089 on 2016/08/02 by Kevin.Rushin
QAGame - Added Foliage to TestMap
#jira UE-29618
Change 3074067 on 2016/08/02 by Kevin.Rushin
QAGame- Rebuilt Lighting
#jira UE-29618
Change 3074063 on 2016/08/02 by Kevin.Rushin
QAGame - Fix up VREditor Map to have more asset variation
#jira UE-29618
Change 3074057 on 2016/08/02 by Andrew.Porter
Deleting - UMG_Optimization
#jira UE-29618
Change 3074040 on 2016/08/02 by Michael.Trepka
On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized.
#jira UE-31194
Change 3074008 on 2016/08/02 by Phillip.Patterson
Renamed UMG_Invalidation to UMG_Optimization to better match test
#jira UE-29618
Change 3073988 on 2016/08/02 by Mitchell.Wilson
Updating starting camera location for Paper2d template to be consistant on both BP and Code version.
#jira UE-32723
Change 3073966 on 2016/08/02 by Jurre.deBaare
Alembic Cache Importer option for propagating matrix transformation does not work
#fix Changed the flag combinations and overhauled the matrix retrieval/caching system
#misc typo fix
#jira UE-34066
Change 3073953 on 2016/08/02 by Lina.Halper
Fixed static warning on null reference
#jira: UE-33923
Change 3073951 on 2016/08/02 by Lina.Halper
Fix GetRelativeTransform for negative scale
#jira: UE-33380
Change 3073896 on 2016/08/02 by Alex.Delesky
#jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor.
#jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool
Change 3073804 on 2016/08/02 by Jamie.Dale
Fixed the detail panel trying to apply class customizations to structs
This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor).
#jira UE-32623
Change 3073803 on 2016/08/02 by Jurre.deBaare
Morph target vertex mapping can be wrong with multi material caches
#fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly
#jira UE-34074
Change 3073788 on 2016/08/02 by Andrew.Rodham
Sequencer: Added support for montage based animation
CL#3061714 :
Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.
There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.
CL#3063015 :
Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes
We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.
CL#3068399 :
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira UE-34046
Change 3073787 on 2016/08/02 by Jurre.deBaare
Handle failed Simplygon proxy mesh generation with error message instead of hard checks
#fix Added a failed delegate along side the succesful delegate
#jira UE-31990
Change 3073786 on 2016/08/02 by Jurre.deBaare
Alembic importer crashes when not assets are generated
#fix Prevented adding nullptr values to the array (now only contains valid entries)
#jira UE-34065
Change 3073777 on 2016/08/02 by Jurre.deBaare
User is able to give a Preview Scene Profile the same name as an existing profile
#fix check changed profile name and append _duplicatedname if found to be matching an existing profile name
#jira UE-34033
Change 3073775 on 2016/08/02 by Mitchell.Wilson
Updating VehicleExampleMap for BP and Code templates to have consistant starting locations
#jira UE-31281
Change 3073732 on 2016/08/02 by Rolando.Caloca
DR - Fix crash when enabling gpu morph targets on non SM5 platforms
#jira UE-34011
Change 3073706 on 2016/08/02 by Peter.Sauerbrei
fix for no tvOS libraries in binary release for Win64
#jira UE-34076
Change 3073671 on 2016/08/02 by Allan.Bentham
High quality mobile reflection captures are now blended in correct (linear) space.
#jira UE-33915
Change 3073663 on 2016/08/02 by Peter.Sauerbrei
fix for launch on failing for iOS in Binary
#jira UE-34014
Change 3073662 on 2016/08/02 by Lee.Clark
4.13 - PS4 - Fix Media Player Audio cutting out
#jira UE-33850
Change 3073616 on 2016/08/02 by Mark.Satterthwaite
Duplicate CL #3073584 from Dev-Platform:
Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture.
#jira UE-32323
Change 3073592 on 2016/08/02 by Max.Chen
Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state.
#jira UE-33993
Change 3073585 on 2016/08/02 by Nick.Darnell
Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures.
#jira UE-34075
Change 3073575 on 2016/08/02 by Richard.TalbotWatkin
Duplicating from Dev-Editor, CL 3057645
Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server
Change 3073542 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3072169.
A couple of changes to the BSP code:
* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.
#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume
Change 3073540 on 2016/08/02 by Matthew.Griffin
Added Package Samples script behind a trigger to package samples for QA
Removed submitter notifications from Launcher Samples nodes
Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes
Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally
Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs
#jira UEB-689
Change 3073511 on 2016/08/02 by Tom.Looman
Removed object redirectors to fix build warning in VR Template
#jira ue-33325
Change 3073458 on 2016/08/02 by Jurre.deBaare
Update default preview scene ini and assets
#fix deleted old sky texture and fixed BaseEditor.ini setup
#jira UE-34063
Change 3073427 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3068585
Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
#jira UE-34062 - SplineMesh collision can be generated incorrectly
Change 3073421 on 2016/08/02 by James.Golding
Resave PSD test assets in QAGame with proper version
#jira UE-34061
Change 3073419 on 2016/08/02 by James.Golding
Rename OrientationDriver to PoseDriver
#jira UE-34015
Change 3073404 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3057895
Mesh paint bugfixes and improvements.
Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.
This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.
#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting
Change 3073380 on 2016/08/02 by Richard.TalbotWatkin
Fixed build error in unity builds.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
Change 3073343 on 2016/08/02 by Matthew.Griffin
Whitelisting PS4 and XboxOne plugins for those platforms specifically
#jira UE-33866
Change 3073338 on 2016/08/02 by Ben.Marsh
When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins.
Change 3073319 on 2016/08/02 by Maciej.Mroz
#jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860
Manually integrated some fixes from Dev-Blueprints
Change 3073311 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor CL 3057868
Spline component improvements, both tools and runtime:
- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.
- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.
- Added a custom version for SplineComponent and provded serialization fixes.
- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.
- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.
- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending.
- Allowed an explicit loop point to be specified for closed splines.
- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.
- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.
- Fixed the logic which determines whether the UCS has modified the spline curves.
- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.
- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.
- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.
#jira UETOOL-766 - Spline tool improvements
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-33669 - Crash in Dev-Editor
Change 3073242 on 2016/08/02 by James.Golding
Move physics state create/destroy delegates from BodyInstance to ActorComponent
- Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected.
- Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate.
#jira UE-32768
[CL 3112924 by Ben Marsh in Main branch]
2016-09-02 20:26:51 -04:00
20.0f ,
TEXT ( " Constant depth bias used by per-object shadows from directional lights \n " )
TEXT ( " Lower values give better self-shadowing, but increase self-shadowing artifacts " ) ,
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
ECVF_RenderThreadSafe ) ;
2014-03-14 14:13:41 -04:00
static TAutoConsoleVariable < float > CVarCSMSplitPenumbraScale (
TEXT ( " r.Shadow.CSMSplitPenumbraScale " ) ,
0.5f ,
TEXT ( " Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits " ) ,
ECVF_RenderThreadSafe ) ;
2014-05-30 07:58:05 -04:00
static TAutoConsoleVariable < int32 > CVarCSMDepthBoundsTest (
TEXT ( " r.Shadow.CSMDepthBoundsTest " ) ,
1 ,
TEXT ( " Whether to use depth bounds tests rather than stencil tests for the CSM bounds " ) ,
ECVF_RenderThreadSafe ) ;
2014-03-14 14:13:41 -04:00
static TAutoConsoleVariable < float > CVarSpotLightShadowTransitionScale (
TEXT ( " r.Shadow.SpotLightTransitionScale " ) ,
60.0f ,
TEXT ( " Transition scale for spotlights " ) ,
ECVF_RenderThreadSafe ) ;
static TAutoConsoleVariable < float > CVarShadowTransitionScale (
TEXT ( " r.Shadow.TransitionScale " ) ,
60.0f ,
TEXT ( " This controls the 'fade in' region between a caster and where his shadow shows up. Larger values make a smaller region which will have more self shadowing artifacts " ) ,
ECVF_RenderThreadSafe ) ;
static TAutoConsoleVariable < float > CVarPointLightShadowDepthBias (
TEXT ( " r.Shadow.PointLightDepthBias " ) ,
0.05f ,
TEXT ( " Depth bias that is applied in the depth pass for shadows from point lights. (0.03 avoids peter paning but has some shadow acne) " ) ,
ECVF_RenderThreadSafe ) ;
static TAutoConsoleVariable < float > CVarSpotLightShadowDepthBias (
TEXT ( " r.Shadow.SpotLightDepthBias " ) ,
5.0f ,
TEXT ( " Depth bias that is applied in the depth pass for per object projected shadows from spot lights " ) ,
ECVF_RenderThreadSafe ) ;
2015-06-25 08:36:35 -04:00
static TAutoConsoleVariable < int32 > CVarEnableModulatedSelfShadow (
TEXT ( " r.Shadow.EnableModulatedSelfShadow " ) ,
0 ,
TEXT ( " Allows modulated shadows to affect the shadow caster. (mobile only) " ) ,
ECVF_RenderThreadSafe ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
static int GStencilOptimization = 1 ;
static FAutoConsoleVariableRef CVarStencilOptimization (
TEXT ( " r.Shadow.StencilOptimization " ) ,
GStencilOptimization ,
TEXT ( " Removes stencil clears between shadow projections by zeroing the stencil during testing " ) ,
ECVF_RenderThreadSafe
) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3054480)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3045482 on 2016/07/11 by Zabir.Hoque
DX12 Quries need to individually track their syncpoints. Only when resolving a query on the same frame should be stall.
Change 3045929 on 2016/07/12 by Simon.Tovey
Removing some deprecated node types from Niagara
Change 3045951 on 2016/07/12 by Ben.Woodhouse
D3D11 Log detailed live device info on shutdown if the debug layer is enabled (including resource types)
Change 3046019 on 2016/07/12 by Chris.Bunner
Fixed typo in material input name.
#jira UE-5575
Change 3046053 on 2016/07/12 by Rolando.Caloca
DR - Fix GL4 shutdown
#jira UE-32799
Change 3046055 on 2016/07/12 by Rolando.Caloca
DR - vk - Fix NumInstances=0
Change 3046063 on 2016/07/12 by Rolando.Caloca
DR - vk - Added flat to uint layouts per glslang
- Fix bad extension on dumped shaders
Change 3046067 on 2016/07/12 by Rolando.Caloca
DR - vk - Fix check when not using color RT
- Added queue submit & present counters
Change 3046088 on 2016/07/12 by Ben.Woodhouse
Live GPU stats
A non-hierarchical realtime high level GPU profiler with support for cumulative stat recording.
Stats are added with SCOPED_GPU_STAT macros, e.g. SCOPED_GPU_STAT(RHICmdList, Stat_GPU_Distortion)
The bulk of the files in this change are simply instrumentation for the renderer. The core changes are in SceneUtils.cpp/h and D3D11Query.cpp (this is the XB1/DX11X implementation of timestamp RHI queries, which was missing)
Note: this is currently disabled by default. Enable with the cvar r.gpustatsenabled
Tested on PC, XB1, PS4
Change 3046128 on 2016/07/12 by Olaf.Piesche
Max draw distance and fade range for lights, requested by JonL
Change 3046183 on 2016/07/12 by Ben.Woodhouse
PR #2532: Fix SSAO being applied in unlit viewmode (Contributed by nick-penwarden)
Change 3046223 on 2016/07/12 by Luke.Thatcher
Fix Scene Cube Captures. SceneCaptureSource flag on the ViewFamily was not set for cube components.
#jira UE-32345
Change 3046228 on 2016/07/12 by Marc.Olano
Add Voronoi noise to Noise material node.
Four versions with differing speed/quality levels accessed through the Quality value in the material node. Tooltips give estimates of the cost of each.
Also includes spiffy new Rand3DPCG16 and Rand3DPCG32 int3 to int3 hash functions, and a 20% improvement on the computed gradient noise.
Change 3046269 on 2016/07/12 by Rolando.Caloca
DR - Skip flush on RHIDiscardRenderTargets and only use it on platforms that need it (ie OpenGL)
Change 3046294 on 2016/07/12 by Rolando.Caloca
DR - Fix static analyisis
warning C6326: Potential comparison of a constant with another constant.
Change 3046295 on 2016/07/12 by Rolando.Caloca
DR - Fix the previous fix
Change 3046731 on 2016/07/12 by Marc.Olano
Fix typo in shader random number constant: repeated extra digit made it too big.
Change 3046796 on 2016/07/12 by Uriel.Doyon
The texture streaming manager now keeps a set of all valid textures.
This is used to prevent from indirecting deleted memory upon SetTexturesRemovedTimestamp.
#jira UE-33048
Change 3046800 on 2016/07/12 by Rolando.Caloca
DR - vk - Added create image & renderpass dump
Change 3046845 on 2016/07/12 by John.Billon
Forgot to apply MaxGPUSkinBones Cvar access changes in a few locations.
Change 3047023 on 2016/07/12 by Olaf.Piesche
Niagara:
-a bit of cleanup
-now store and double buffer attributes individually, eliminating unnecessary copy of unused attributes
-removed FNiagaraConstantMap, replaced with an instance of FNiagaraConstants
-some code simplification
-removed some deprecated structs and code used only by old content
Change 3047052 on 2016/07/12 by Zabir.Hoque
Unshelved from pending changelist '3044062':
PR #2588: Adding blend mode BLEND_AlphaComposite (4.12) (Contributed by moritz-wundke)
Change 3047727 on 2016/07/13 by Luke.Thatcher
Fix Scene Capture Components only updating every other frame.
#jira UE-32581
Change 3047919 on 2016/07/13 by Olaf.Piesche
CMask decode, use in deferred decals, for PS4
Change 3047921 on 2016/07/13 by Uriel.Doyon
"Build Texture Streaming" will now remove duplicate error msg when computing texcoord scales.
Also, several texture messages are packed on the same line if they relate to the same material.
Change 3047952 on 2016/07/13 by Rolando.Caloca
DR - vk - Initial prep pass for separating combined images & samplers
Change 3048648 on 2016/07/13 by Marcus.Wassmer
Fix rare GPU hang when asynctexture reallocs would overlap with EndFrame
Change 3049058 on 2016/07/13 by Rolando.Caloca
DR - vk - timestamps
Change 3049725 on 2016/07/14 by Marcus.Wassmer
Fix autosdk bug where not having a platform directory sync'd at all would break manual SDK detection
Change 3049742 on 2016/07/14 by Rolando.Caloca
DR - Fix warning
Change 3049902 on 2016/07/14 by Rolando.Caloca
DR - Fix typo
Change 3050345 on 2016/07/14 by Olaf.Piesche
UE-23925
Clamping noise tessellation for beams at a high but sensible value; also making sure during beam index buffer building that we never get over 2^16 indices; this is a bit hokey, but there are so many variables that can influence triangle/index count, that this is the only way to be sure (short of nuking the entire site from orbit).
Change 3050409 on 2016/07/14 by Olaf.Piesche
Replicating 3049049; missing break and check for active particles when resolving a source point to avoid a potential crash
Change 3050809 on 2016/07/14 by Rolando.Caloca
DR - vk - Remove redundant validation layers
Change 3051319 on 2016/07/15 by Ben.Woodhouse
Fix for world space camera position not being exposed in decal pixel shaders; also fixes decal lighting missing spec and reflection
The fix was to calculate ResolvedView at the top of the shader. Previously this was not initialized
#jira UE-31976
Change 3051692 on 2016/07/15 by Rolando.Caloca
DR - vk - Enable RHI thread by default
Change 3052103 on 2016/07/15 by Uriel.Doyon
Disabled depth offset in depth only pixel shaders when using debug view shaders (to prevent Z fighting).
#jira UE-32765
Change 3052140 on 2016/07/15 by Rolando.Caloca
DR - vk - Fix shader snafu
Change 3052495 on 2016/07/15 by Rolando.Caloca
DR - Fix for Win32 compile
#jira UE-33349
Change 3052536 on 2016/07/15 by Uriel.Doyon
Fixed texture streaming overbudget warning when using per texture bias.
[CL 3054554 by Gil Gribb in Main branch]
2016-07-18 17:17:08 -04:00
DECLARE_FLOAT_COUNTER_STAT ( TEXT ( " ShadowProjection " ) , Stat_GPU_ShadowProjection , STATGROUP_GPU ) ;
2014-03-14 14:13:41 -04:00
// 0:off, 1:low, 2:med, 3:high, 4:very high, 5:max
uint32 GetShadowQuality ( )
{
static const auto ICVarQuality = IConsoleManager : : Get ( ) . FindTConsoleVariableDataInt ( TEXT ( " r.ShadowQuality " ) ) ;
int Ret = ICVarQuality - > GetValueOnRenderThread ( ) ;
# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
static const auto ICVarLimit = IConsoleManager : : Get ( ) . FindTConsoleVariableDataInt ( TEXT ( " r.LimitRenderingFeatures " ) ) ;
if ( ICVarLimit )
{
int32 Limit = ICVarLimit - > GetValueOnRenderThread ( ) ;
if ( Limit > 2 )
{
Ret = 0 ;
}
}
# endif
return FMath : : Clamp ( Ret , 0 , 5 ) ;
}
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3028454)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028439 on 2016/06/27 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3028090
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3028437 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3027952 on 2016/06/26 by Jurre.deBaare
- Integrating code fixes/changes from Simplygon for Normals issue on Simplygon Swarm + landscape culling
- Readded landscape/volume culling for in-engine static mesh merging path
- Fixed issue with r.HLOD force -1 (now stops forcing hlods)
- Marked hlodcullingvolume as experimental
- Added Landscape culling flag + precision level
#codereview Michael.Noland
#rb Michael.Noland
#tests build clusters locally/cloud + landscape culling tests
Change 3027702 on 2016/06/25 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 3027698
#RB:none
#Tests:none
Change 3027312 on 2016/06/24 by Daniel.Lamb
Changed the way reentry data is stored in the cooker, reduce work load by main thread, also fix issue with reentry data being used from incorrect packages.
#rb Peter.Sauerbrei
#test QA game launch on and cook by the book + cook on the fly paragon
Change 3027165 on 2016/06/24 by Daniel.Lamb
Fix compiler warnings from cvars changes.
#rb none
#test cook paragon
Change 3026900 on 2016/06/24 by Daniel.Lamb
Change the way low quality lightmap shaders are enabled / disabled as the engine can't be used in the should cache function.
#rb Marcus.Wasmer
#test Cook on the fly paragon
#codereview Rolando.Caloca
Change 3026874 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
fix distortion in particle macro UVs with camera movement
#rb frank.fella
#tests PC Editor/Game
Change 3026494 on 2016/06/24 by jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3026460
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3026476 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3026381 on 2016/06/24 by Graeme.Thornton
Strip particle modules, emitters and lodlevels from cooked server data. Saves ~10mb of runtime memory on Paragon
#rb simon.tovey
#codereview dmitry.rekman
#tests pc cooked client/server, golden path
Change 3025760 on 2016/06/23 by jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3025687
#RB:none
#tests:none
#ROBOMERGE-SOURCE: CL 3025709 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword_Skeleton.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3025661 on 2016/06/23 by Mieszko.Zielinski
Added a feature to PathfollowingComponent allowing it to identify when it starts following a navigation link #UE4
#rb Lukasz.Furman
#test golden path
Change 3025359 on 2016/06/23 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
#online,externalui,ps4
- expose access to reset cookies before invoking embedded web browser
- fixed not capturing resulting Url when PS4 browser is closed
#rb none
#tests ps4
#ROBOMERGE-SOURCE: CL 3025356 in //Orion/Release-28/... via CL 3025358
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3025184 on 2016/06/23 by Lina.Halper
Fix crash with morphtargets
#jira: OR-24257
#rb: Rolando.Caloca
#tests: switching mesh with different morphtargets in editor
Change 3024714 on 2016/06/23 by Lukasz.Furman
added vlog extension to visual debugger tool, added object whitelist to vlog to include selected minion data in games started with -LogBotGame param
#rb Mieszko.Zielinski
#tests server game with and without LogBotGame cmdline
Change 3024709 on 2016/06/23 by Daniel.Lamb
Added support for async save when saving seperate bulk data file.
Added mb saved to cooking package stats.
#rb Andrew.Grant,Wes.Hunt
#test Cook Paragon
Change 3024674 on 2016/06/23 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
Merging //Orion/Release-28 to Main (//Orion/Main)
#online,identity,ps4
- add psplus flag to online account after privilege check
#rb none
#tests ps4 login flow
#ROBOMERGE-SOURCE: CL 3024672 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3024510 on 2016/06/23 by Graeme.Thornton
Added more info to the dumpparticlesystems exec command output
#rb simon.tovey
#tests cooked pc client, golden path
Change 3024504 on 2016/06/23 by Graeme.Thornton
Asset registry memory optimisation - make sure all dependency node link arrays are sized exactly as they need to be (saves ~1mb)
#rb robert.manuszewski
#tests windows cooked client, golden path
Change 3024213 on 2016/06/22 by Ryan.Gerleve
Handle a rare case in replays where the spectator controller is null but we still find a valid NetGUID for it.
Added an ensure before a check that would fail in this case so we'll know if it happens again.
#tests replays
#rb john.pollard
Change 3024127 on 2016/06/22 by John.Pollard
Bulk merge using Dev-Networking_->_Dev-General_(Orion)
3002989
Add ability to skip missing/changed properties in FFastArraySerializer
3003072
Fix crash related to new replay backwards compatibility changes
3008097
Renaming CompatibleReplayout to NetFieldExportGroup preparing to unify ability to use FNetFieldExportGroup for both RepLayout and FClassNetCache
3009684
Added ability to use FNetFieldExportGroups for FClassNetCache as well as FRepLayout
* Adds ability to track missing/changed custom delta properties names
* Adds ability to track missing/changed RPC's
3013455
Add ability to skip over RPC parameters that have changes/missing in replays for backwards compatibility
* We now mark FClassNetCache properties as bIncompatible so we don't spam forever when they are out of date
* No longer factor in parameters when building checksum for RPC's
* Save FNetFieldExport handle for FClassNetCache fields
* Use WriteIntWrapped when saving FClassNetCache fields FNetFieldExport handles (and use NetFieldExportGroup->NetFieldExports.Num() to determine max value)
* Lots of cleanup and sanity checking improvements
3018078
Optimize replay checkpoints
* Share work that was already done during normal replication, and re-use this data to remove the need to compare any checkpoint properties
* When saving a checkpoint, we no longer create a new connection and new channels, instead we re-use the existing channels, and added the ability to make this a transient operation
* To make custom delta serialize properties work, we compare against the CDO state instead of current state when saving out a checkpoint
3021196
Fix issue with Fast tarray exporting package map info during checkpoints
* Add ability to save and restore package map ack status
* Save package map ack status before saving checkpoint, and then restore it back afterwards, this will then allow the stream that writes afterward to re-export anything that was new in the checkpoint
* No longer queue up reliable bunches on ack list for internal ack connections
3024033
Prune the cached change list before using when saving out checkpoints
* Fixes issues when saving checkpoint, and the live properties change array size, which throws everything off when it comes time to use the LifetimeChangelist
3024034
Don't close channels when saving checkpoints, fixes issue where it creates a bunch with bOpen/bClose (because we're forcing all SendBunches to re-open channels), which throws off the stream
#rb RyanG
#tests Replays
Change 3024021 on 2016/06/22 by Dmitry.Rekman
Fix PS4 build.
#rb Michael.Noland
#tests none
#codereview Michael.Noland, Dan.Youhon, Sammy.James
Change 3023734 on 2016/06/22 by Lukasz.Furman
added replication for input events and tool state for both gameplay debugger categories and extensions
#ue4
#rb Mieszko.Zielinski
#tests PIE, server game
Change 3023708 on 2016/06/22 by Dmitry.Rekman
Add a separate macro for a poison malloc proxy usage.
#rb Michael.Noland
#codereview Michael.Noland, Gil.Gribb
#tests Compiled OrionServer-Linux-Debug, ran it
Change 3023670 on 2016/06/22 by Nick.Darnell
Home screen - Fixing safezones on the homescreen. Adding a scale option to the XP_Fill widget. Adding better animations to the tiles. Showing subtitles again. Hero XP summary widget now takes you to that hero.
#rb none
#tests PIE
Change 3023632 on 2016/06/22 by Dmitry.Rekman
Fix incorrect matching condition in comments.
#rb none
#tests Compiled OrionServer-Linux-Debug
#codereview Michael.Noland
Change 3023475 on 2016/06/22 by Rolando.Caloca
O - Back out changelist 3022847 as it broke SSS on PC
#rb none
#tests re-run editor on PC
Change 3023178 on 2016/06/22 by Michael.Noland
Engine: Added system memory and % of time spent hitching to analytics
#rb bob.tellez
#tests Tested a match in Paragon
Change 3022963 on 2016/06/22 by Mieszko.Zielinski
Fixed a subtle navigation repathing bug #UE4
While repathing to a location, rather than an actor, the navigation query used path's end while it should be using the original query's EndLocation.
#rb Lukasz.Furman
#test golden path
Change 3022865 on 2016/06/22 by David.Ratti
gameplay cue editor: remove "GameplayCue_" prefix from default GameplayCueNotify filename in default ability system projects
#rb none
#tests ability system sample project
Change 3022847 on 2016/06/22 by Rolando.Caloca
O - Remove checkerboard SSS rendering and recombine post process pass when SSS not enabled
#rb Marcus.Wassmer
#codereview Marcus.Wassmer, Brian.Karis
#tests Load Agora_P, check perf, toggle r.SSS.Quality 1/0, check characters with skin
Change 3022804 on 2016/06/22 by Mieszko.Zielinski
Fixed AIController clearing out CachedGameplayTasksComponent on UnPosses, even if Pawn was not the CachedGameplayTasksComponent's owner #UE4
Also, made running BT not clearing info in BB if AI's current BB is compatible with the one required by BT
#rb Lukasz.Furman
#test golden path
Change 3022674 on 2016/06/22 by Robert.Manuszewski
Reimplementing CL #2993969 (Dev-Blueprints) by Maciej.Mroz:
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
#jira OR-23997
#rb me
#tests Golden path in editor build, selecting Venus
Change 3022405 on 2016/06/21 by Ryan.Gerleve
Fix for OR-23948, crash with death cam enabled. Use a weak pointer to store the viewer on the DemoNetDriver and update it when the game player controller is received.
#rb john.pollard
#tests bug repro
Change 3022387 on 2016/06/21 by Ryan.Gerleve
Added the ability to disable ticking of individual worlds.
#tests golden path
#rb john.pollard
#codereview marc.audy
Change 3022312 on 2016/06/21 by Nick.Darnell
Home Screen - Adding a max aspect ratio lock to SBox, may need some more fine tuning math may still be a bit pants in some cases. The XP ovewview panels now have a basic support for account and hero progression. Hero one shows the last hero you played, widget is invisibile until you play your first game. The tiles now use the Max Aspect Ratio to prevent stretching forever on 21:9 monitors causing them to just look crazy. Weekly quests now show the weekly quests screen when clicked. OrionUserWidgetBase no longer prevents blueprints from running code in reponse to mouse down/up actions if the userwidget consumes input - it always calls the blueprint code first, and always returns handled if it consumes input.
#rb none
#tests PIE
Change 3022207 on 2016/06/21 by Wes.Hunt
Fix Analytics provider to retain passed in AppVersion string instead of using default %VERSION%.
#rb none
#tests run windows server with one bot connecting and checking analytics version is what is expected.
Change 3021808 on 2016/06/21 by Jason.Bestimt
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - call GetTotalMicroseconds instead of GetTotalMilliseconds * 1000
#rb none
#tests compile run ps4
#ROBOMERGE-SOURCE: CL 3021805 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3021663 on 2016/06/21 by Jason.Bestimt
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - CancelFindSessions() didn't null out search result
- future FindSession() calls would fail with "search in progress"
#rb joe.wilcox
#tests UT matchmaking
#ROBOMERGE-SOURCE: CL 3021655 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3021508 on 2016/06/21 by Marcus.Wassmer
Remove anti-ghosting AA for now.
Causes dithered transparency to be very wrong (Dekker shoulders)
And also a border around all characters of 'noisy fuzz' even when they are not moving
#rb none
#test PC/PS4
#codereview Brian.Karis,Jordan.Walker
Change 3021475 on 2016/06/21 by Marcus.Wassmer
Duplicate fix for subsurface spec in prep for PS4 optimization. (DevRendering 3018664)
unified some code for easier maintainance, fixed missing multiply from former change
#rb none
#test PS4/PC agora
Change 3021468 on 2016/06/21 by Michael.Noland
Physics: Added more information when convex cooking partially succeeds (fails initially but succeeds with inflation) indicating the full path of the mesh that failed
#rb ori.cohen
#tests Compiled changes, will provide more information when issue reoccurs in build machine cooks
#jira OR-24082
Change 3021460 on 2016/06/21 by Michael.Noland
Engine: Added time spent in each hitch bucket to FPS chart .log output and analytics output
#rb bob.tellez
#tests Tested a match in Paragon
#codereview dmitry.rekman
Change 3021368 on 2016/06/21 by Marcus.Wassmer
Create Tonemapper configuration with no ColorFringe to save .15ms on PS4 when colorfringe is not used.
#rb rolando.caloca
#test agora with/wo new config
#codereview brian.karis
Change 3021119 on 2016/06/21 by David.Ratti
Make -notimeouts work during initial connecting phase
#codereview John.Pollard
#rb none
#tests pie agora
Change 3021048 on 2016/06/21 by David.Ratti
minor tweaks to gameplay cues:
-Descriptions of engine GC notify classes
-Added 'auto attach to owner' flag on actor notify class.
#rb none
#test ability system sample project
Change 3020694 on 2016/06/20 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3020301
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3020674 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#CodeReview: cody.haskell
Change 3020624 on 2016/06/20 by Michael.Noland
Engine: Pushing more fps chart analytics up to engine level code from Paragon
Engine: Pushing benchmark config vars up to engine level code from Paragon, and added records of individual sub-steps of benchmarks
#rb Bob.Tellez
#tests Golden path Solo VS AI in Paragon and forced a match
#codereview bob.tellez, peter.knepley
Change 3020181 on 2016/06/20 by Dmitry.Rekman
Re-do allowing allocations in NullRHI (OR-24029).
- Originally CL 2990582 by MarcusW, stomped during merge by CL 3006926.
#rb none
#codereview Marcus.Wassmer, Andrew.Grant
#tests none
Change 3020139 on 2016/06/20 by Ryan.Gerleve
Added ability to pause replay recording while keeping the current replay open.
#rb john.pollard
#tests paused deathcam recording while disabled
Change 3019817 on 2016/06/20 by Dmitry.Rekman
Poison allocated/freed memory in Debug and Development (non-editor) configs.
- With this Paragon client may be more likely to crash on start.
#rb Steve.Robb
#codereview Robert.Manuszewski, Michael.Noland, Andrew.Grant, Gil.Gribb, Steve.Robb
#tests Built Linux server and Windows client, ran them, also built Windows Orion editor.
Change 3019599 on 2016/06/20 by Rolando.Caloca
O - Fix flickering on heroes with morph targets
#rb Marcus.Wassmer
#tests Load Agora_P
#jira OR-23866
Change 3019581 on 2016/06/20 by Wes.Hunt
Fix crash reporter client analytics for internal builds. (Pushing critical fix immediately from //UE4/Orion-Staging)
#rb Chris.Wood
#tests none
Change 3019524 on 2016/06/20 by David.Ratti
call APawn::OnRep_Controller when ClientRetryClientRestart sets the pawn directly
#rb none
#tests golden path
Change 3019406 on 2016/06/20 by Marcus.Wassmer
Duplicate 3014956 from Dev-Rendering
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
#rb none
#test none
#codereview Jordan.Walker
Change 3019371 on 2016/06/20 by Graeme.Thornton
Optimize cooked asset registry dependency node data structures. Saves ~10mb on Paragon.
#rb robert.manuszewski
#tests tested with cooked pc client + server
Change 3018492 on 2016/06/17 by Laurent.Delayen
FBoneReferenceCustomization: support editing properties in AnimBP defaults.
#rb none
#tests: Sword.
Change 3017974 on 2016/06/17 by Ryan.Gerleve
Add an option to toggle deathcam in the gameplay settings UI if the OrionRuntimeOption for deathcam is enabled.
#rb cody.haskell
#tests settings menu, enabled and disabled deathcam
Change 3017913 on 2016/06/17 by Robert.Manuszewski
Fixing leaked log archive.
#rb Steve.Robb
#tests Cooked Win64 client + server
Change 3017873 on 2016/06/17 by Daniel.Lamb
Fix warning in diff cooked build.
#test none
#rb none
Change 3017676 on 2016/06/17 by Sam.Zamani
#online,identity,mcp
fix for uninitialized variable
#rb dmitry.rekman
#tests none
Change 3017671 on 2016/06/17 by Robert.Manuszewski
Fxied and improved log message when cluster assumptions are violated.
#rb Steve.Robb
#tests Win64 client + server (cooked) golden path
Change 3017358 on 2016/06/16 by Nick.Atamas
Checking in Darnell's change that adds correct geometry to widgets inside retainer widgets.
#rb none
#test PIE
Change 3017242 on 2016/06/16 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3017179
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3017233 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/UI/Tooltips/Hero/AbilityTooltip.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3017237 on 2016/06/16 by Dmitry.Rekman
Fix accessing uninitialized field (kills valgrind warnings).
#rb none
#codereview Michael.Noland, Andrew.Grant, Ori.Cohen
#tests Compiled and ran Linux server.
Change 3017236 on 2016/06/16 by Dmitry.Rekman
Initialize missed field (kills valgrind warnings).
#rb none
#codereview Michael.Noland, Andrew.Grant
#tests Compiled and ran Linux server.
Change 3017186 on 2016/06/16 by Dmitry.Rekman
Linux: Add hooks for libcrypto memory functions.
- Libcurl uses OpenSSL, which allocates memory using libcrypto's CRYPTO_malloc() and apparently on purpose does not initialize it.
- This change a) redirects these allocations to use UE's malloc b) initializes it with zeros, avoiding valgrind's warnings.
- This behavior is not used on Shipping configurations because the impact on entropy is not understood (TBD later).
#rb Michael.Noland, Rob.Cannaday (original version)
#codereview Michael.Noland, Rob.Cannaday, Alex.Fennel, Chris.Babcock, Sam.Zamani
#tests Compiled Linux server and ran it.
Change 3017037 on 2016/06/16 by Jason.Bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Merging content fix for driver crash from Release-27
#ROBOMERGE-SOURCE: CL 3017036 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3016838 on 2016/06/16 by Alexis.Matte
#jira UE-31901 fix to export all blueprint component to obj
#rb uriel.doyon
#codereview matt.kuhlenschmidt
#test export a blueprint containing multiple staticmesh component to obj
Change 3016629 on 2016/06/16 by Dmitry.Rekman
Make Binned default on Linux non-editor builds.
#codereview Andrew.Grant
#rb none
#tests none
Change 3016615 on 2016/06/16 by Jason.Bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Temporarily disabling jemalloc for Linux
#rb #tests none
[CodeReviewed] Dmitry.Rekman
#ROBOMERGE-SOURCE: CL 3016612 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3016566 on 2016/06/16 by Michael.Noland
Engine: Fixed a regression that broke safe zone debugging features in Windows by reintroducing code from CL# 2861030 that was accidentally deleted in a merge
#codereview andrew.grant
#rb dan.hertzka
#tests Tested r.DebugSafeZone.Mode 1 with r.DebugSafeZone.TitleRatio 0.9 in PIE and confirmed that SSafeZone obeyed it and the red overlay appeared
Change 3016521 on 2016/06/16 by Ryan.Gerleve
Client recoreded replay fixes and optimizations from Dev-Networking (and one from //UE4/Main), for deathcam.
Includes the following CLs from Dev-Networking:
2997908
2998001
2998832
2999054
2999057
2999749
3000051
3001361
3001365
3004958
3009972
3009973
And this CL from //UE4/Main:
3015528
#tests golden path, replays
#rb john.pollard
Change 3016503 on 2016/06/16 by Brian.Karis
Fixed uninitialized variables on particle lights. Fixes hair shading.
#rb none
#tests editor
Change 3016429 on 2016/06/16 by Max.Chen
Sequencer: Fix StartTime when clamping start offset 0. Follow up to CL #3009386.
#jira UE-29167
#tests Load up AnnounceMaster and adjust leading edge of animation clips
#rb Frank.Fella
Change 3016356 on 2016/06/16 by Lina.Halper
- Fix crash on rampage morphtarget
Merging using //UE4/Dev-Framework_to_//Orion/Dev-General
- this is dupe change from Dev-Framework
#jira: https://jira.ol.epicgames.net/browse/OR-23194
#rb: Ori.Cohen
#tests: editor/pie spawn as rampage's alt skin
Change 3015696 on 2016/06/15 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3015646
This re-unifies our build pipeline. Fingers crossed. (only 6 files are actually different)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3015672 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3015642 on 2016/06/15 by Mieszko.Zielinski
Fixes to multiple reasons AI bots were getting stuck #Orion
#rb Lukasz.Furman
#test golden path
Change 3015622 on 2016/06/15 by Mieszko.Zielinski
fixed FMetaNavMeshPath doing navmesh path update without checking nav agent if pathfinding should be postponed #UE4
#rb Lukasz.Furman
#test golden path
Change 3015514 on 2016/06/15 by Uriel.Doyon
Fixed GlobalMipBias not affecting max texture resolution.
This fix is implemented differently in Dev-Rendering in CL 301498.
#jira OR-23511
#rb marcus.wassmer
#test played game with different quality settings
Change 3015258 on 2016/06/15 by Lina.Halper
Fix crash with recursive reference between two assets
#rb: Ori.Cohen
#tests: Sword
Change 3014988 on 2016/06/15 by Wes.Hunt
Fix Cook Analytics to correctly use the Legacy provider since it sends to a local data collector.
#rb daniel.lamb
#tests compile Orion
Change 3014962 on 2016/06/15 by Olaf.Piesche
Replicating CL 3013696 from Dev-Rendering; making quality level spawn rate scale work for GPU emitters.
#rb simon.tovey
#tests PC editor game
Change 3014958 on 2016/06/15 by Laurent.Delayen
Added SkeletalMeshComponent::bIncludeComponentLocationIntoBounds to help in cases where SMU_OnlyTickPoseWhenRendered is set, and an animation pushed the mesh beyond the capsule.
This ensures that when the capsule is in view, the mesh will remain updated.
#rb Michael.Noland
#test Sword ultimate from another player's view.
Change 3014833 on 2016/06/15 by Laurent.Delayen
Fix for Base Heroes having their locomotion blendspace broken.
#rb Thomas.Sarkanen
#codereview Thomas.Sarkanen
#tests Gadget networked PIE
Change 3014688 on 2016/06/15 by Nick.Darnell
UMG - Fixing IsHovered on UUserWidgets. SObjectWidget did not properly call the super for MouseEnter/MouseLeave allowing SWidget's implementation to set and unset the bool.
#rb none
#tests PIE
Change 3014325 on 2016/06/15 by Marcus.Wassmer
Duplicate 3012706:
Scalability CVAR for ContactShadows
#rb john.billon
#test flip cvar in editor.
Change 3014230 on 2016/06/15 by Robert.Manuszewski
Fix potentially missing log output when serializing text of length equal to the async log writer buffer size.
#rb Steve.Robb
#tests Tested in editor build (client + server)
Change 3013913 on 2016/06/14 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Updating from DMM (updated from 27.1MM)
#RB:none
#Tests:compiled
#ROBOMERGE-SOURCE: CL 3013912 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3013437 on 2016/06/14 by Simon.Tovey
Speculative fix for OR-23158
Couldnt' repro NANs but did see it reading garbage.
Reinstated the check that direct accesses for particles in a zero size emitter will return null.
Altered selection code to reselect when partilce is dead or returns null and to not allow new selection on zero size emitters.
#tests GoldenPath, No broken fx and no more reading garbage.
#rb Olaf.Piesche
Change 3013063 on 2016/06/14 by Jason.Bestimt
#ORION_DG - Unclog robomerge from DMM Merge
#RB:none
#tests:none
Change 3012936 on 2016/06/14 by Rob.Cannaday
Fix for multiple account login not kicking previous logins
Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith
#jira FORT-25452
#rb sam.zamani
#tests multiple account login, frontend only
Merge from FN CL 3011647, plus fixing one other location expecting "application/json"
Change 3012696 on 2016/06/14 by Max.Chen
Sequencer: Select actors for corresponding selected keys or sections.
Copy from Dev-Sequencer
#jira UE-30727
#tests Load up AnnounceMaster and select keyframes
#rb none
Change 3012691 on 2016/06/14 by Max.Chen
Sequencer: Fix dragging the leading edge of a skeletal animation section so that it adjusts the start offset of the animation clip.
Copy from Dev-Sequencer
#jira UE-29167
#tests Load up AnnounceMaster and adjust leading edge of animation clips
#rb Frank.Fella
Change 3012690 on 2016/06/14 by Andrew.Grant
Removed Linux work-around for memory stomp alignment
#rb none
#tests compiled
Change 3012687 on 2016/06/14 by Max.Chen
Sequencer: Fix lower bound when doing post render tick so that the start of a shot doesn't render with the previous shot's time.
Copy from Dev-Sequencer
#rb none
#tests Load up AnnounceMaster and played through sequence
Change 3012627 on 2016/06/14 by Mieszko.Zielinski
Added logging of current MoveID to PathfollowingComponent's vlog snapshot #UE4
#rb none
#test golden path
Change 3012615 on 2016/06/14 by Mieszko.Zielinski
Improved fix to BTDecorator_Blackboard's latent tasks aborting #UE4
#rb Lukasz.Furman
#test golden path
Change 3012572 on 2016/06/14 by Dmitry.Rekman
Fix realloc with non-default alignment in jemalloc (OR-23541).
- Removed obsolete check(), the code was already there since CL 1834526.
#rb none
#codereview Andrew.Grant, Robert.Manuszewski
#tests none
Change 3012481 on 2016/06/14 by David.Ratti
ability system #include fixups and move orion attribute capture marcros into base engine ability system execution class
#rb none
#tests ability system sample project
Change 3012457 on 2016/06/14 by Andrew.Grant
Un-fix misaligned memory-stomp fix for Linux
#rb none
#tests compiled
Change 3012320 on 2016/06/14 by Graeme.Thornton
Fixes for MemoryAnalyser2 solution
- Upgraded to VS 2015
- Clean up solution configurations. Only leave "Any CPU"
- Switch project to build with "Any CPU" rather than "x64".
Reimplementation of CL 3012221 from Dev-Core
#rb robert.manuszewski
#tests opened the main window form correctly in visual studio
Change 3012316 on 2016/06/14 by Thomas.Sarkanen
Fix copying non-POD structs in the fast path
Prevents double-deletions of TArrays etc.
#jira UE-31394 - Fix problems with non-POD UStructs using the anim BP fast-path
#tests Played PIE & died as Sword in OrionEntry, Exited PIE.
#rb Martin.Wilson
Change 3012187 on 2016/06/14 by Graeme.Thornton
Corrected error message when not specifying linux server device command line correctly in UAT
#rb Dmitry.Rekman
#tests Checked error message was useful when wrong command line was specified
Change 3012026 on 2016/06/13 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3011936
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3011996 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/oriongame/Content/Characters/Heroes/Hammer/Abilities/Subjugate/FX/P_SubjugateSwirls.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3011969 on 2016/06/13 by Brian.Karis
Tweaks for hair
Change 3011638 on 2016/06/13 by Andrew.Grant
Fixed issue where RepLayout could use unaligned memoryfor property construction if allocator did not use a suitable default (fixes crash when running with MemStomp).
Also added sanity check in UScriptStruct::InitializeStruct that memory is correctly aligned before calling constructor
#codereview Dave.Ratti, John.Pollard
#rb none
#tests Ran with/without memstomp
Change 3011575 on 2016/06/13 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3011414
NOTE - Card data was altered. Shame shame shame. Not authoritative in DUI
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, sammy.james, matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 3011552 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3011462 on 2016/06/13 by Alexis.Matte
#jira UE-31901 The outputdevice is adding 2 uninitialize character at the end of any log, this is cause by the terminator logic. The fix is to not add those characters when no terminator should be add.
#rb nick.darnell
#codereview Robert.Manuszewski
#test export a obj file and verify all object are exported in maya or max
Change 3011424 on 2016/06/13 by Martin.Wilson
Hack out fastpath anim bp code until heap corruption issue can be fixed.
#rb Laurent.Delayen
#tests Persona + PIE
Change 3011191 on 2016/06/13 by Mieszko.Zielinski
Added missing initialization of PathFollowingComponent::CurrentMoveInput #UE4
#rb none
#test golden path
Change 3011138 on 2016/06/13 by Mieszko.Zielinski
Switched bots over from travel mode to sprinting #Orion
#rb Lukasz.Furman
#test golden path
Change 3011075 on 2016/06/13 by David.Ratti
Default GameplayAbility instancing policy to InstancePerExecution
#rb BenZ
#tests compile
Change 3011051 on 2016/06/13 by David.Ratti
Add missing include so GameplayAbilitySet.h can be included on its own.
#rb none
#tests compile
Change 3010968 on 2016/06/13 by Mieszko.Zielinski
Fixed console variables crashing on "" string #UE4
#rb Lukasz.Furman
#codereview Martin.Mittring
#test PIE
Change 3010888 on 2016/06/13 by Alexis.Matte
#jira OR-23301 Close the OS handle when closing the FAsyncWriter.
#rb Robert.Manuszewski
#codereview Robert.Manuszewski
#test try to export a obj file
Change 3010239 on 2016/06/11 by Michael.Noland
UMG - Adding back the logic to use the normal WidgetTree when the DesignerWidgetTree is not defined. [duplicated fix from CL# 2998267]
#jira UE-31570
#tests Compiled some blueprints
#rb none
Change 3009870 on 2016/06/10 by Wes.Hunt
Remove logging of analytics payloads from dedicated servers #jira UE-31858
#codereview:dmitry.rekman
#rb none
#tests All testing was done in Dev-Framework. This change was redone in this branch to get it here faster.
Change 3009599 on 2016/06/10 by Michael.Noland
Rendering: Corrected a misleading help comment on r.StaticMeshLODDistanceScale, explaining how it affects LOD calculations (it multiplies the effective distance, so larger numbers make transitions happen sooner)
#tests Verified in the output of the help command
#rb none
#rn
Change 3009559 on 2016/06/10 by Marcus.Wassmer
Fix 11/11/10 SceneColorFormat option, enable AntiGhosting on TemporalAA, ensure TemporalAA output is the correct format for accumulating results. Set SceneColorFormat to 2 on PS4 and lowspec PC. All in all saves .3-.5ms on PS4 and improves temporalAA ghosting.
#rb Brian.Karis
#test Agora PS4 / PC
Change 3009525 on 2016/06/10 by David.Ratti
Fix case where ObjectLIbrary would not be able to find classes when searching "/Game" path.
#rb none
#tests object libraries in paragon
Change 3009228 on 2016/06/10 by David.Ratti
remove world check. Can be triggered in editor with PIE
#rb none
#tests pie
Change 3009050 on 2016/06/10 by Dmitry.Rekman
Fix LinuxClient platform not being built on Windows, and not instantiating a target platform instance.
- Fixes by BenM.
#rb none
#codereview Ben.Marsh
#tests Compiled OrionEditor on Linux.
Change 3008973 on 2016/06/10 by Marcus.Wassmer
Fix Windualshock on VS2015
#rb Rolando.Caloca
#test PS4 controller on VS2015 build
Change 3008970 on 2016/06/10 by David.Ratti
Fix warning about minimal replication tag count
-Made bit count a config setting. Bumped to 5
-Minor optimization to UAbilitySystemGlobals::Get()
#rb none
#tests goldne path, pie
Change 3008478 on 2016/06/09 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 3008469
#RB:none
#Tests:none
Change 3008416 on 2016/06/09 by Andrew.Grant
Adding 'config' as an option to set both clientconfig / serverconfig when using BuildCookRun
#review-3008417 Ben.Marsh, Justin.Sargent
#rb none
#tests BuildCookRun with config
Change 3008286 on 2016/06/09 by Dmitry.Rekman
Add LinuxClient target platform.
#rb none
#tests Compile OrionEditor on Linux.
#codereview Brad.Angelcyk, Ben.Marsh
Change 3007978 on 2016/06/09 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3007507
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith
#ROBOMERGE-SOURCE: CL 3007968 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3007771 on 2016/06/09 by Laurent.Delayen
Fixed GetIntFromComp breaking with INDEX_NONE. Fixes crash in OrientationWarping node.
#rb martin.wilson
#codereview martin.wilson
#tests Sword Leap.
Change 3007436 on 2016/06/09 by David.Ratti
change designer facing parameter name
#rb none
#test compile
Change 3007408 on 2016/06/09 by David.Ratti
WaitGameplayEffectBlockedImmunity - ability task for listening to immunity events
#rb danY
#tests pie
Change 3007250 on 2016/06/09 by bruce.nesbit
Banner impact location fix. (OR-23179)
#rb none
#tests Game+PIE
Change 3007228 on 2016/06/09 by Ben.Marsh
BuildGraph: Rename -SkipNodesWithoutTickets parameter to -SkipTargetsWithoutTickets, to reflect that it's filtering the list of targets rather than the full graph.
#rb none
#tests none
Change 3007225 on 2016/06/09 by Ben.Marsh
EC: Set the -TicketSignature=... parameter for all BuildGraph jobs started by EC to the URL of the current job.
Change 3006985 on 2016/06/08 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3006936
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3006978 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3006926 on 2016/06/08 by Andrew.Grant
Merging //UE4/Main @ 300872 via //UE4/Orion-Staging
#rb none
#tests engine QA, orion qa smoke
Change 3006444 on 2016/06/08 by Ben.Marsh
BuildGraph: Add mechanism to specify that nodes can only be built once for a given changelist. Nodes can have an associated ticket file, and they are only permitted to build if the ticket is assigned to the current job. Tickets are created if they don't exist, and written with a signature specific to the job specified via the -TicketSignature="..." parameter. By default, builds will fail if a ticket has been already granted to another job, but the -SkipNodesWithoutTickets parameter instructs the graph to skip affected nodes instead.
#rb none
#tests none
Change 3006389 on 2016/06/08 by Daniel.Lamb
Delay the processing of packages which aren't ready till the end of the cook.
This allows other packages to be processed sooner.
#rb Peter.Sauerbrei
#test cook orion.
Change 3006306 on 2016/06/08 by Michael.Noland
Rendering: Added FreezeRendering to the console autocomplete list
#rn
Change 3006305 on 2016/06/08 by Michael.Noland
HLOD: Added a way to control how far down the HLOD hierarchy to allow showing (can be used to limit quality loss and streaming texture memory usage on high scalability settings for example)
Controlled by the new cvar r.HLOD.MaximumLevel, which can be set to the following values:
-1: No maximum level (default)
0: Prevent ever showing a HLOD cluster instead of individual meshes
1: Allow only the first level of HLOD clusters to be shown
2+: Allow up to the Nth level of HLOD clusters to be shown
Note: This does not affect the memory used by the HLOD meshes itself or their always loaded low mip levels, it will only save the memory associated with streaming in the higher mip levels
HLOD: Allowed r.HLOD console command to be used in Test configurations
HLOD: Removed some dead code in ALODActor and scene view / scene proxy relating to a different way to force visualization that has no trigger
HLOD: Fixed an uninitialized memory bug in the static mesh scene proxy HLODcoloration visualization code
#rn
#codereview jurre.debaare
#rb marc.audy
#tests Tested with various settings in Paragon and tried creating some new clusters in the editor
Change 3006304 on 2016/06/08 by Michael.Noland
Engine: Changed the code in AActor::IncrementalRegisterComponents to obey bAutoRegister for the root component rather than asserting that it is true. Note: If children components have bAutoRegister=true, they will still pull the root component into the fray and cause it to be registered first
#rb marc.audy
#tests Tested with code that registers or unregisters HLOD clusters at varying levels in Paragon
Change 3006041 on 2016/06/08 by Andrew.Grant
Added buildidoverride to shipping whitelist
#rb none
#tests compiled and used param in shipping
Change 3005678 on 2016/06/08 by Ben.Marsh
Back out changelist 3004395
#rb none
#tests none
Change 3005265 on 2016/06/07 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3005120
#RB: none
#Tests: none
#ROBOMERGE-SOURCE: CL 3005250 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3005081 on 2016/06/07 by Daniel.Lamb
Reworked the way packages which are renamed on load are added to the cooked package list.
Cooker now has options for MaxMemoryAllowance as a percentage and also MinFreeMemory (which takes into account used system memory not just total system memory).
#rb Andrew.Grant, Marcus.Wasmer
#test cook orion
Change 3004752 on 2016/06/07 by Daniel.Lamb
Requeue packages to the next package on the list instead of to the end of the list.
#rb Andrew.Grant
#test cook orion
Change 3004560 on 2016/06/07 by David.Ratti
Kill timelines, latent actions, timer when recycling gameplay cues
#rb danY
#tests pie
Change 3004559 on 2016/06/07 by David.Ratti
Object Library:
-Added bool bIncludeOnlyOnDiskAssets that can be set by owner. Passed on to the AR filter when gathering assets.
GameplayCue Editor:
-Fix issue with new notifies not showing up after being created through the GC Editor (until restart).
-Fix issue for new projects, that don't have gameplayclue tags defined, not being able to add gameplay cue tags through the editor without restarting once.
#rb none
#tests editor
Change 3004395 on 2016/06/07 by Ben.Marsh
BuildGraph: Add a script function to ensure exclusive access to a given resource. The AcquireLockFile() function takes two arguments; a path to a text file, and the name of an owner. The file is created and the owner name written to it if it doesn't already exist, otherwise the contents of it are compared against the given owner string. The operation happens transactionally, and the function returns true if file contains the given owner string on exit. Logical and/or conditions are now also short-circuited, so the result of the AcquireLockFile() function can be used to control derived property definitions within an executing job.
#rb none
#tests none
Change 3004164 on 2016/06/07 by David.Ratti
Ability system: use player controller netmode over avatar actor when possible. Fixes issue if torn off, authority, client side actor tries to activate an ability.
#rb danY
#tests multi pie
Change 3003837 on 2016/06/07 by David.Ratti
Ability system engine work
-Default to /Game as search path for gameplay cues, if no explicit paths are set in the config.
#rb none
#tests ability sample project
Change 3002800 on 2016/06/06 by Marcus.Wassmer
Fix shader crash in PIE
#rb none
#test PIE
Change 3002657 on 2016/06/06 by Dmitry.Rekman
Do not copy to clipboard on crash if headless or on the wrong thread.
- Could result in crash handler crashing itself in some circumstances.
#rb none
#codereveiw Brad.Angelcyk
#tests Compiled Linux dedicated server and CrashReportClient.
Change 3002546 on 2016/06/06 by Daniel.Lamb
Improve cooking performance.
Allow cooker to save other packages opportunistically if main package is compiling shaders.
Allow cooker to load more packages if there aren't many packages to save.
#rb Josh.Adams
#test cook orion
Change 3002369 on 2016/06/06 by Marcus.Wassmer
Project setting for optional rendering features to reduce shader compile times.
# of shaders per material is reduced by ~30-40% depending on material
#rb Daniel.Wright
#test Editor with/without all options, cooked ps4.
Change 3002142 on 2016/06/06 by David.Ratti
Ability system engine level:
-Fix crash when gameplay cue editor starts if there are no gameplay cue paths specified
-Fix crash when GameplayCue tag is not specified
#rb none
#tests sample ability system project, paragon
Change 3002106 on 2016/06/06 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
#orion
- add support for code tokens which can be shared/redeemed
- refactor of existing friend founder's pack codes to be displayed in a generic way using code token info
- added CodeToken.FounderFriendInviteT0 for new paragon tier 0 code which grants access to game without also giving a Founder's pack
- added CodeToken.FounderFriendInviteT1 to replace existing CodeToken.FriendPC and CodeToken.FriendPS4 Founder's pack codes. Existing codes aliased to the new CodeToken.FounderFriendInviteT1 code
- No longer differentiation between PC/PS4 friend codes
- "Share Friend Code" button will now process all available codes that can be issued instead of just 1
- updated Orion service Mcp call for getUnredeemedCodes() to ignore the code template id and return all available codes. Each returned code will also include the type
[CodeReviewed]: david.nikdel, jason.bestimt
#rb david.nikdel
#tests PC PIE using localhost and profile proxy for granting codes, also existing account with legacy codes
#ROBOMERGE-SOURCE: CL 3002104 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3001218 on 2016/06/05 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3001162
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3001200 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 2999508 on 2016/06/03 by jason.bestimt
#ORION_MAIN - Merge 27 @ CL 2999463
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2999498 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Audio/ClassesAndMixes/Classes/Master.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 2999465 on 2016/06/03 by Robert.Manuszewski
Whitelisting more DLLs for injection.
#rb none
#tests none
Change 2999455 on 2016/06/03 by Lukasz.Furman
disabled path invalidation events for minions
#orion
#rb Mieszko.Zielinski
#tests PIE with additional debug logging
Change 2998488 on 2016/06/02 by Michael.Noland
Engine: Prevent forced drawing of spline components in Test configuration
#codereview james.golding
#tests Ran a cooked Test build on a map with splines in it
#rb david.ratti
#robomerge: main
Change 2997954 on 2016/06/02 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jon.lietz
OR-22425
no longer try to updat the tag map and modifiers when the gameplay effect that is being removed was not active.
#RB Dave.Ratti
#Tests golden path
#ROBOMERGE-SOURCE: CL 2997940 in //Orion/Release-0.27/... via CL 2997943
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2997750 on 2016/06/02 by Graeme.Thornton
Add FPakFile::Check() that attempts to open and read the data out of every file in a pak, to check for corruption
Added -checkpak option for force a check of every mounted pak file
#rb robert.manuszewski
#tests tested against cooked pc client. made sure my data succeeded. made sure corrupted data throws an error.
[CL 3031715 by Andrew Grant in Main branch]
2016-06-28 17:59:42 -04:00
static TAutoConsoleVariable < int32 > CVarSupportPointLightWholeSceneShadows (
TEXT ( " r.SupportPointLightWholeSceneShadows " ) ,
1 ,
TEXT ( " Enables shadowcasting point lights. " ) ,
ECVF_ReadOnly | ECVF_RenderThreadSafe ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3109293)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3091951 on 2016/08/17 by Chris.Bunner
(Duplicate) CL 3090919: Fixed edge case interactions in HLOD ray rejection logic in Lightmass.
Change 3093162 on 2016/08/18 by Ben.Woodhouse
Fix minor memory leak (missing delete of RT Heartbeat thread)
Change 3093470 on 2016/08/18 by Ben.Woodhouse
Fix minor leak in FMonitoredProcess - the Thread member would get leaked if the FMonitoredProcess was cancelled, because it gets NULLed without deleting it. Fix is to add a bool to keep track of whether the thread is running, rather than using the Thread pointer.
Also fixes a race condition where the FMonitoredProcess::Thread member could get initialized after the thread had completed. This would cause IsRunning to never return false, even if the thread has completed, and the editor would hang on startup (this was fixed by setting bIsRunning to true before creating the thread)
Change 3093698 on 2016/08/18 by Daniel.Wright
Translucent lighting volume draw event cleanup
Change 3093700 on 2016/08/18 by Daniel.Wright
Clamp on box reflection capture transition distance visualizer
Change 3093755 on 2016/08/18 by Ryan.Vance
Merging stereo planar reflections from Odin.
Change 3094060 on 2016/08/18 by Daniel.Wright
Fully featured base pass reflection captures with blending and parallax correction
* Used in the forward renderer when materials opt-in to 'High Quality Reflections'
* Used in the deferred renderer for translucent 'Surface ForwardShading' materials
* Reflection captures are culled to a frustum space grid using the same reverse linked-list method as lights in the forward renderer
* Fixed grid culling in stereo / splitscreen
* The ReflectionEnvironment compute shader used in the deferred path also uses the culled grid now which reduces its cost from .93ms -> .70ms on 970 GTX. PS4 cost is about the same.
* Capsule indirect self-shadowing is now reduced in the forward path to match deferred, and both are controlled by r.CapsuleIndirectShadowSelfShadowIntensity
* SetupHZB is now skipped when SSAO / SSR / HZB are all disabled
Change 3094160 on 2016/08/18 by Daniel.Wright
CIS fixes
Change 3094899 on 2016/08/19 by Ben.Woodhouse
Batching optimization for dragging components onto blueprints, reported on UDN. Adding 2300 static mesh actors now takes 3 seconds instead of 40 minutes.
https://udn.unrealengine.com/questions/305821/suspected-rhi-uniform-buffer-leak-when-adding-stat.html
#jira UE-34937
Change 3095256 on 2016/08/19 by Daniel.Wright
Disabled ISR warning spamming CIS
Change 3095468 on 2016/08/19 by Daniel.Wright
Fixed refcounting on hit proxy render targets
Change 3095470 on 2016/08/19 by Daniel.Wright
Added bVisibleInReflectionCaptures to primitive component, which is useful for hiding objects too close to the capture point
Change 3096274 on 2016/08/22 by Rolando.Caloca
DR - vk - added missing BC4
Change 3096291 on 2016/08/22 by Rolando.Caloca
DR - vk - Fix image views for some rendertarget formats
- Fix ImageViews on sub mips
Change 3096579 on 2016/08/22 by Rolando.Caloca
DR - vk - Fix rendering for shaders with no descriptors
Change 3096584 on 2016/08/22 by Rolando.Caloca
DR - vk - Fix 3d texture update
Change 3096813 on 2016/08/22 by Rolando.Caloca
DR - Fix GL linking errors
PR #2615
Change 3097062 on 2016/08/22 by Rolando.Caloca
DR - vk - Added unified mem flag
- Added Mip index into UAV
- Switched compute descriptor set index 0
Change 3097065 on 2016/08/22 by Rolando.Caloca
DR - vk - Framebuffer barriers now wait on STAGE_FRAGMENT_SHADER instead of STAGE_BOTTOM_OF_PIPE
Change 3097084 on 2016/08/22 by Daniel.Wright
Enabled r.VertexFoggingForOpaque by default to match other forward renderer choices (fast by default)
Change 3097086 on 2016/08/22 by Rolando.Caloca
DR - vk - Missed file
Change 3097943 on 2016/08/23 by Rolando.Caloca
DR - hlslcc - Remove duplicated definitions out into a common header
Change 3098166 on 2016/08/23 by Rolando.Caloca
DR - Custom Renderer callback after getting SceneColor
Change 3098418 on 2016/08/23 by Olaf.Piesche
Moving vertex factory dirtying to always happen in-editor for mesh emitters on dynamic data reinitialization; there are several cases in which this needs to happen (some material changes, mesh reimports...) which are difficult to track, so in-editor we just always recreate the mesh particle vertex factory with the dynamic data.
#jira UE-34838
Change 3098448 on 2016/08/23 by Rolando.Caloca
DR - vk - fixes for depth/stencil descriptors
- Minor debug dump improvement
Change 3098463 on 2016/08/23 by Daniel.Wright
Static lights with MinRoughness = 1.0 don't get their source shapes drawn into reflection captures, since they are being used as virtual area lights
Change 3098556 on 2016/08/23 by Daniel.Wright
Lightmass area shadows only mark texels as mapped inside the light's influence, which fixes multiple stationary lights with bUseAreaShadowsForStationaryLight interfering.
Change 3098672 on 2016/08/23 by Rolando.Caloca
DR - vk - Fixed crash when using vertex shaders with no descriptors
Change 3099173 on 2016/08/24 by Ben.Woodhouse
Fixed various issues with subsurface profile, for checkerboard and non-checkerboard code paths
- Re-enable non-checkerboard skin by default
- Checkerboard issues fixed:
- Emissive lighting was being applied twice due to not taking checkerboard pattern into account
- Emissive lighting was modulated by basecolor in the recombine
- Metallic materials were contributing specular lighting to the diffuse channel
- Non-checkerboard fixes:
- Fix write mask during SkyLightDiffuse so alpha is updated correctly
- Metallic specular lighting was broken (specularColor was lerping to white instead of baseColor)
- Optimisation: Fall back to default lit for pixels where the opacity is 0.
- For non-checkerboard, this gives better handling of metallic/emissive for pixels where SSS is not required (non-CB RGBA encoding for diffuse/spec doesn't cope well with colored specular or emissive)
- For checkerboard, this gives similar results in terms of shading, but we get full-resolution shading on non SSS pixels
#jira UE-34561
Change 3099673 on 2016/08/24 by Daniel.Wright
Removed unused reflection shape variables
Change 3099674 on 2016/08/24 by Daniel.Wright
Fixed translucent materials not working in DrawMaterialToRenderTarget (fallout from cl 3089208)
Fixed ensure with FRendererModule::DrawTile in the forward renderer, trying to bind light attenuation texture
Change 3099700 on 2016/08/24 by Daniel.Wright
Disabled log spam when a Rift is connected but not being used
Change 3099730 on 2016/08/24 by Daniel.Wright
MSAA depth resolve uses depth of closest surface, hides some artifacts with dynamic shadowing against the skybox
Change 3099789 on 2016/08/24 by Brian.Karis
FloatRGB is now always supported.
If 11:11:10 isn't supported by hardware this format by definition will map to a different format meaning it is always supported.
Change 3099987 on 2016/08/24 by Daniel.Wright
Fixed light grid debug asserts on PS4
* Always creating the local light buffer, even if it won't be used by the shader
* Transition ViewState FRWBuffers to writable at the beginning of a new frame
Change 3100120 on 2016/08/24 by Rolando.Caloca
DR - vk - Use 256MB pages for GPU memory
Change 3100151 on 2016/08/24 by Daniel.Wright
PS4 gracefully falls back to Temporal AA when MSAA is requested, as the GNM RHI doesn't support MSAA yet
Change 3100302 on 2016/08/24 by Rolando.Caloca
DR - vk - Mem system changes
- Now allocates a readback heap from GPU->CPU
- Removed bad total memory on heap/type
- Added fallback to another mem type if it's OOM
Change 3101110 on 2016/08/25 by Rolando.Caloca
DR - vk - Remove r.Vulkan.UseGLSL
Change 3101121 on 2016/08/25 by Rolando.Caloca
DR - vk - Initial support for HiResShot
Change 3101450 on 2016/08/25 by Rolando.Caloca
DR - vk - Remove imagelayout from textures; renamed a method for clarity
Change 3101462 on 2016/08/25 by Daniel.Wright
Planar reflections no longer update GPU particles, fixes Scene Depth particle collision
Change 3101525 on 2016/08/25 by Frank.Fella
Niagara - Remove public include modules from niagara, and remove the public include dependency on niagara from UnrealEd, and fix up fallout.
Change 3101613 on 2016/08/25 by Rolando.Caloca
DR - vk - Fix static analysis warning
Change 3101686 on 2016/08/25 by Frank.Fella
Niagara - Move asset type actions into the niagara module.
Change 3101865 on 2016/08/25 by Rolando.Caloca
DR - vk - Fix compile issue when enabling dump layer
Change 3101946 on 2016/08/25 by Frank.Fella
Orion - Fix include error caused by niagara include fixup.
Change 3101999 on 2016/08/25 by Frank.Fella
Fortnite - Fix include error caused by niagara include fixup.
Change 3102035 on 2016/08/25 by Frank.Fella
Ocean - Fix include error caused by niagara include fixup.
Change 3102047 on 2016/08/25 by Frank.Fella
UnrealTournament - Fix include error caused by niagara include fixup.
Change 3102627 on 2016/08/26 by Frank.Fella
Niagara - Move stats group declaration to the niagara module and move the stats declarations in the niagara module into the cpp files.
Change 3102654 on 2016/08/26 by Ben.Woodhouse
Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators
#jira UE-33424
Change 3102780 on 2016/08/26 by Ben.Woodhouse
Make shadow culling take FOV into account, via LODDistanceFactor
Also set the LODDistanceFactorSquared member of the view, which was previously uninitialized
#jira UE-33873
Change 3102930 on 2016/08/26 by Rolando.Caloca
DR - vk - Do not require backbuffer at start, like Metal
Change 3103061 on 2016/08/26 by Rolando.Caloca
DR - vk - More debug dump to help track down issues
Change 3103143 on 2016/08/26 by Rolando.Caloca
DR - vk - Added partial image view for each texture for Depth/Stencil
- Removed some unused members from textures
Change 3104162 on 2016/08/29 by Gil.Gribb
Merging //UE4/Dev-Main@3104155 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3104491 on 2016/08/29 by Rolando.Caloca
DR - vk - Fix merge issue
Change 3104500 on 2016/08/29 by Rolando.Caloca
DR - Rebuilt hlslcc libs after merge
Change 3104978 on 2016/08/29 by John.Billon
-Moved Particle Cutouts to the Required Module
-Pre-existing SubUVAnimation data is automatically moved to required on Init.
-Added Default Particle Cutouts project setting that will attempt to find and use a texture on a particle's material for a cutout by default.
Change 3105249 on 2016/08/29 by John.Billon
Fixing non-editor compile error.
Change 3105326 on 2016/08/29 by Zabir.Hoque
SIMD Movie Player on XB1
Change 3105813 on 2016/08/30 by John.Billon
Fixing static analysis warning.
Change 3106322 on 2016/08/30 by Matt.Kuhlenschmidt
Removed duplicated view uniform shader parameters initialization between slate and scene rendering. Moved all the duped initialization into a single shared method. The shared method should be where new parameters are initialized if they are required for the view to work properly.
Change 3106350 on 2016/08/30 by Rolando.Caloca
DR - vk - Added missing texture formats
- Added texture debug name
Change 3106547 on 2016/08/30 by Rolando.Caloca
DR - Added ESimpleRenderTargetMode::EExistingColorAndClearDepth
Change 3106631 on 2016/08/30 by Uriel.Doyon
Dirty Texture Streaming Build do not dirty maps anymore.
#jira UE-35241
Change 3106919 on 2016/08/30 by Rolando.Caloca
DR - Temp workaround to get Vulkan up & running, might require hlslcc fix
Change 3106974 on 2016/08/30 by Uriel.Doyon
Changed lightmass exports version from GUID to INT in order to shorten filenames.
Change 3106988 on 2016/08/30 by Uriel.Doyon
New project specific config value r.Streaming.CheckBuildStatus used to specify whether the engine should check if the "Texture Streaming Build" is dirty (false by default).
#jira UE-35227
Change 3107927 on 2016/08/31 by John.Billon
-Duplicating OpenGL4 ClearUAV Implementation from 4.13
-Fixed uav clear format.
#Jira UE-35345
Change 3108095 on 2016/08/31 by Marc.Olano
Restore initialization of noise textures, accidentally removed in @3106322
#jira UE-35369
Change 3108557 on 2016/08/31 by John.Billon
Fixing HTML5 compile error
[CL 3109297 by Gil Gribb in Main branch]
2016-08-31 21:22:32 -04:00
float GetLightFadeFactor ( const FSceneView & View , const FLightSceneProxy * Proxy )
{
// Distance fade
FSphere Bounds = Proxy - > GetBoundingSphere ( ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
const float DistanceSquared = ( Bounds . Center - View . ViewMatrices . GetViewOrigin ( ) ) . SizeSquared ( ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3109293)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3091951 on 2016/08/17 by Chris.Bunner
(Duplicate) CL 3090919: Fixed edge case interactions in HLOD ray rejection logic in Lightmass.
Change 3093162 on 2016/08/18 by Ben.Woodhouse
Fix minor memory leak (missing delete of RT Heartbeat thread)
Change 3093470 on 2016/08/18 by Ben.Woodhouse
Fix minor leak in FMonitoredProcess - the Thread member would get leaked if the FMonitoredProcess was cancelled, because it gets NULLed without deleting it. Fix is to add a bool to keep track of whether the thread is running, rather than using the Thread pointer.
Also fixes a race condition where the FMonitoredProcess::Thread member could get initialized after the thread had completed. This would cause IsRunning to never return false, even if the thread has completed, and the editor would hang on startup (this was fixed by setting bIsRunning to true before creating the thread)
Change 3093698 on 2016/08/18 by Daniel.Wright
Translucent lighting volume draw event cleanup
Change 3093700 on 2016/08/18 by Daniel.Wright
Clamp on box reflection capture transition distance visualizer
Change 3093755 on 2016/08/18 by Ryan.Vance
Merging stereo planar reflections from Odin.
Change 3094060 on 2016/08/18 by Daniel.Wright
Fully featured base pass reflection captures with blending and parallax correction
* Used in the forward renderer when materials opt-in to 'High Quality Reflections'
* Used in the deferred renderer for translucent 'Surface ForwardShading' materials
* Reflection captures are culled to a frustum space grid using the same reverse linked-list method as lights in the forward renderer
* Fixed grid culling in stereo / splitscreen
* The ReflectionEnvironment compute shader used in the deferred path also uses the culled grid now which reduces its cost from .93ms -> .70ms on 970 GTX. PS4 cost is about the same.
* Capsule indirect self-shadowing is now reduced in the forward path to match deferred, and both are controlled by r.CapsuleIndirectShadowSelfShadowIntensity
* SetupHZB is now skipped when SSAO / SSR / HZB are all disabled
Change 3094160 on 2016/08/18 by Daniel.Wright
CIS fixes
Change 3094899 on 2016/08/19 by Ben.Woodhouse
Batching optimization for dragging components onto blueprints, reported on UDN. Adding 2300 static mesh actors now takes 3 seconds instead of 40 minutes.
https://udn.unrealengine.com/questions/305821/suspected-rhi-uniform-buffer-leak-when-adding-stat.html
#jira UE-34937
Change 3095256 on 2016/08/19 by Daniel.Wright
Disabled ISR warning spamming CIS
Change 3095468 on 2016/08/19 by Daniel.Wright
Fixed refcounting on hit proxy render targets
Change 3095470 on 2016/08/19 by Daniel.Wright
Added bVisibleInReflectionCaptures to primitive component, which is useful for hiding objects too close to the capture point
Change 3096274 on 2016/08/22 by Rolando.Caloca
DR - vk - added missing BC4
Change 3096291 on 2016/08/22 by Rolando.Caloca
DR - vk - Fix image views for some rendertarget formats
- Fix ImageViews on sub mips
Change 3096579 on 2016/08/22 by Rolando.Caloca
DR - vk - Fix rendering for shaders with no descriptors
Change 3096584 on 2016/08/22 by Rolando.Caloca
DR - vk - Fix 3d texture update
Change 3096813 on 2016/08/22 by Rolando.Caloca
DR - Fix GL linking errors
PR #2615
Change 3097062 on 2016/08/22 by Rolando.Caloca
DR - vk - Added unified mem flag
- Added Mip index into UAV
- Switched compute descriptor set index 0
Change 3097065 on 2016/08/22 by Rolando.Caloca
DR - vk - Framebuffer barriers now wait on STAGE_FRAGMENT_SHADER instead of STAGE_BOTTOM_OF_PIPE
Change 3097084 on 2016/08/22 by Daniel.Wright
Enabled r.VertexFoggingForOpaque by default to match other forward renderer choices (fast by default)
Change 3097086 on 2016/08/22 by Rolando.Caloca
DR - vk - Missed file
Change 3097943 on 2016/08/23 by Rolando.Caloca
DR - hlslcc - Remove duplicated definitions out into a common header
Change 3098166 on 2016/08/23 by Rolando.Caloca
DR - Custom Renderer callback after getting SceneColor
Change 3098418 on 2016/08/23 by Olaf.Piesche
Moving vertex factory dirtying to always happen in-editor for mesh emitters on dynamic data reinitialization; there are several cases in which this needs to happen (some material changes, mesh reimports...) which are difficult to track, so in-editor we just always recreate the mesh particle vertex factory with the dynamic data.
#jira UE-34838
Change 3098448 on 2016/08/23 by Rolando.Caloca
DR - vk - fixes for depth/stencil descriptors
- Minor debug dump improvement
Change 3098463 on 2016/08/23 by Daniel.Wright
Static lights with MinRoughness = 1.0 don't get their source shapes drawn into reflection captures, since they are being used as virtual area lights
Change 3098556 on 2016/08/23 by Daniel.Wright
Lightmass area shadows only mark texels as mapped inside the light's influence, which fixes multiple stationary lights with bUseAreaShadowsForStationaryLight interfering.
Change 3098672 on 2016/08/23 by Rolando.Caloca
DR - vk - Fixed crash when using vertex shaders with no descriptors
Change 3099173 on 2016/08/24 by Ben.Woodhouse
Fixed various issues with subsurface profile, for checkerboard and non-checkerboard code paths
- Re-enable non-checkerboard skin by default
- Checkerboard issues fixed:
- Emissive lighting was being applied twice due to not taking checkerboard pattern into account
- Emissive lighting was modulated by basecolor in the recombine
- Metallic materials were contributing specular lighting to the diffuse channel
- Non-checkerboard fixes:
- Fix write mask during SkyLightDiffuse so alpha is updated correctly
- Metallic specular lighting was broken (specularColor was lerping to white instead of baseColor)
- Optimisation: Fall back to default lit for pixels where the opacity is 0.
- For non-checkerboard, this gives better handling of metallic/emissive for pixels where SSS is not required (non-CB RGBA encoding for diffuse/spec doesn't cope well with colored specular or emissive)
- For checkerboard, this gives similar results in terms of shading, but we get full-resolution shading on non SSS pixels
#jira UE-34561
Change 3099673 on 2016/08/24 by Daniel.Wright
Removed unused reflection shape variables
Change 3099674 on 2016/08/24 by Daniel.Wright
Fixed translucent materials not working in DrawMaterialToRenderTarget (fallout from cl 3089208)
Fixed ensure with FRendererModule::DrawTile in the forward renderer, trying to bind light attenuation texture
Change 3099700 on 2016/08/24 by Daniel.Wright
Disabled log spam when a Rift is connected but not being used
Change 3099730 on 2016/08/24 by Daniel.Wright
MSAA depth resolve uses depth of closest surface, hides some artifacts with dynamic shadowing against the skybox
Change 3099789 on 2016/08/24 by Brian.Karis
FloatRGB is now always supported.
If 11:11:10 isn't supported by hardware this format by definition will map to a different format meaning it is always supported.
Change 3099987 on 2016/08/24 by Daniel.Wright
Fixed light grid debug asserts on PS4
* Always creating the local light buffer, even if it won't be used by the shader
* Transition ViewState FRWBuffers to writable at the beginning of a new frame
Change 3100120 on 2016/08/24 by Rolando.Caloca
DR - vk - Use 256MB pages for GPU memory
Change 3100151 on 2016/08/24 by Daniel.Wright
PS4 gracefully falls back to Temporal AA when MSAA is requested, as the GNM RHI doesn't support MSAA yet
Change 3100302 on 2016/08/24 by Rolando.Caloca
DR - vk - Mem system changes
- Now allocates a readback heap from GPU->CPU
- Removed bad total memory on heap/type
- Added fallback to another mem type if it's OOM
Change 3101110 on 2016/08/25 by Rolando.Caloca
DR - vk - Remove r.Vulkan.UseGLSL
Change 3101121 on 2016/08/25 by Rolando.Caloca
DR - vk - Initial support for HiResShot
Change 3101450 on 2016/08/25 by Rolando.Caloca
DR - vk - Remove imagelayout from textures; renamed a method for clarity
Change 3101462 on 2016/08/25 by Daniel.Wright
Planar reflections no longer update GPU particles, fixes Scene Depth particle collision
Change 3101525 on 2016/08/25 by Frank.Fella
Niagara - Remove public include modules from niagara, and remove the public include dependency on niagara from UnrealEd, and fix up fallout.
Change 3101613 on 2016/08/25 by Rolando.Caloca
DR - vk - Fix static analysis warning
Change 3101686 on 2016/08/25 by Frank.Fella
Niagara - Move asset type actions into the niagara module.
Change 3101865 on 2016/08/25 by Rolando.Caloca
DR - vk - Fix compile issue when enabling dump layer
Change 3101946 on 2016/08/25 by Frank.Fella
Orion - Fix include error caused by niagara include fixup.
Change 3101999 on 2016/08/25 by Frank.Fella
Fortnite - Fix include error caused by niagara include fixup.
Change 3102035 on 2016/08/25 by Frank.Fella
Ocean - Fix include error caused by niagara include fixup.
Change 3102047 on 2016/08/25 by Frank.Fella
UnrealTournament - Fix include error caused by niagara include fixup.
Change 3102627 on 2016/08/26 by Frank.Fella
Niagara - Move stats group declaration to the niagara module and move the stats declarations in the niagara module into the cpp files.
Change 3102654 on 2016/08/26 by Ben.Woodhouse
Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators
#jira UE-33424
Change 3102780 on 2016/08/26 by Ben.Woodhouse
Make shadow culling take FOV into account, via LODDistanceFactor
Also set the LODDistanceFactorSquared member of the view, which was previously uninitialized
#jira UE-33873
Change 3102930 on 2016/08/26 by Rolando.Caloca
DR - vk - Do not require backbuffer at start, like Metal
Change 3103061 on 2016/08/26 by Rolando.Caloca
DR - vk - More debug dump to help track down issues
Change 3103143 on 2016/08/26 by Rolando.Caloca
DR - vk - Added partial image view for each texture for Depth/Stencil
- Removed some unused members from textures
Change 3104162 on 2016/08/29 by Gil.Gribb
Merging //UE4/Dev-Main@3104155 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3104491 on 2016/08/29 by Rolando.Caloca
DR - vk - Fix merge issue
Change 3104500 on 2016/08/29 by Rolando.Caloca
DR - Rebuilt hlslcc libs after merge
Change 3104978 on 2016/08/29 by John.Billon
-Moved Particle Cutouts to the Required Module
-Pre-existing SubUVAnimation data is automatically moved to required on Init.
-Added Default Particle Cutouts project setting that will attempt to find and use a texture on a particle's material for a cutout by default.
Change 3105249 on 2016/08/29 by John.Billon
Fixing non-editor compile error.
Change 3105326 on 2016/08/29 by Zabir.Hoque
SIMD Movie Player on XB1
Change 3105813 on 2016/08/30 by John.Billon
Fixing static analysis warning.
Change 3106322 on 2016/08/30 by Matt.Kuhlenschmidt
Removed duplicated view uniform shader parameters initialization between slate and scene rendering. Moved all the duped initialization into a single shared method. The shared method should be where new parameters are initialized if they are required for the view to work properly.
Change 3106350 on 2016/08/30 by Rolando.Caloca
DR - vk - Added missing texture formats
- Added texture debug name
Change 3106547 on 2016/08/30 by Rolando.Caloca
DR - Added ESimpleRenderTargetMode::EExistingColorAndClearDepth
Change 3106631 on 2016/08/30 by Uriel.Doyon
Dirty Texture Streaming Build do not dirty maps anymore.
#jira UE-35241
Change 3106919 on 2016/08/30 by Rolando.Caloca
DR - Temp workaround to get Vulkan up & running, might require hlslcc fix
Change 3106974 on 2016/08/30 by Uriel.Doyon
Changed lightmass exports version from GUID to INT in order to shorten filenames.
Change 3106988 on 2016/08/30 by Uriel.Doyon
New project specific config value r.Streaming.CheckBuildStatus used to specify whether the engine should check if the "Texture Streaming Build" is dirty (false by default).
#jira UE-35227
Change 3107927 on 2016/08/31 by John.Billon
-Duplicating OpenGL4 ClearUAV Implementation from 4.13
-Fixed uav clear format.
#Jira UE-35345
Change 3108095 on 2016/08/31 by Marc.Olano
Restore initialization of noise textures, accidentally removed in @3106322
#jira UE-35369
Change 3108557 on 2016/08/31 by John.Billon
Fixing HTML5 compile error
[CL 3109297 by Gil Gribb in Main branch]
2016-08-31 21:22:32 -04:00
extern float GMinScreenRadiusForLights ;
float SizeFade = FMath : : Square ( FMath : : Min ( 0.0002f , GMinScreenRadiusForLights / Bounds . W ) * View . LODDistanceFactor ) * DistanceSquared ;
SizeFade = FMath : : Clamp ( 6.0f - 6.0f * SizeFade , 0.0f , 1.0f ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3388261)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3358140 on 2017/03/22 by Rolando.Caloca
DR - Fix copy to cube face
- Compile fix when using dump layer
- Add new error enum
Change 3358301 on 2017/03/22 by Mitchell.Wilson
Initial check in of LODs in InfiltratorForward. First pass on optimization in level. Adding a visibility track for SceneCapture2D in tunnel section.
Change 3358477 on 2017/03/22 by Mitchell.Wilson
Updating Skeletal Mesh DPW_Robot_Export to resolve screen size being too low for LOD1. Cleaned up LOD1 which was showing some visible popping when transitioning.
Change 3358529 on 2017/03/22 by Mark.Satterthwaite
Globally disable clang's "constant-logical-operand" warning when running under Distcc - it is much easier and less invasive than constantly fixing the code.
Change 3358745 on 2017/03/22 by Mark.Satterthwaite
Disable another warning (parentheses-equality) under Distcc because again the separation of preprocessing from compilation means it turns up where it isn't expected.
Change 3358837 on 2017/03/22 by Joe.Graf
Merge of pull request #3214 for the RenderDocPlugin
#CodeReview: matt.kuhlenschmidt, marcus.wassmer
#rb: marcus.wassmer
Change 3359112 on 2017/03/22 by Ben.Salem
Update perf monitor to include frame time by default. Also, use only game/PIE world timers when in editor, instead of all worlds combined.
#tests Ran several Showdown test runs with plugin!
Change 3359363 on 2017/03/22 by Joe.Graf
First pass at non-unity & no pch compilation
Change 3359449 on 2017/03/22 by Joe.Graf
Added missing null check when exporting a EXR on Linux (UE-40268)
#CodeReview: dmitry.rekman
#rb: n/a
Change 3360349 on 2017/03/23 by Guillaume.Abadie
Fixes TAA's AA_FORCE_ALPHA_CLAMP causing DOF layouts.
#jira UE-42920
Change 3360405 on 2017/03/23 by Marcus.Wassmer
Better method for detecting Kepler
Change 3360718 on 2017/03/23 by Daniel.Wright
Planar reflections handle views smaller than the render target in a general way
* Fixes planar reflections with adaptive pixel density (ViewFamily size larger than actual views combined)
* Planar reflections are now supported in splitscreen
Change 3360758 on 2017/03/23 by Daniel.Wright
[Copy] Added new light property bCastVolumetricShadow, which defaults to true for directional and sky lights, but false for point / spot lights as supporting volumetric fog shadowing has significant GPU overhead
Change 3360762 on 2017/03/23 by Daniel.Wright
[Copy] Texture flags are now properly routed to RHICreateTexture3D from the render target pool
Change 3360768 on 2017/03/23 by Daniel.Wright
[Copy] Disabled GPUProfiler histogram by default, controlled by r.ProfileGPU.ShowEventHistogram
Change 3360770 on 2017/03/23 by Daniel.Wright
[Copy] Disabled fast clears on CustomDepth, saves .2ms on xbox
Change 3360771 on 2017/03/23 by Daniel.Wright
[Copy] Particle lights no longer force tiled deferred lighting. Tiled deferred lighting is only used if enough unshadowed lights + particle lights are on screen. Saves 1.5ms Xbox with one particle light.
Change 3360774 on 2017/03/23 by Daniel.Wright
[Copy] Distance field cvar comments
Change 3360782 on 2017/03/23 by Daniel.Wright
[Copy] Disabled selection color on Volume materials
Change 3360795 on 2017/03/23 by Daniel.Wright
[Copy] Volume materials now specify Albedo and Extinction, which is more intuitive than Scattering and Absorption. Albedo is [0-1] reflectance, while Extinction is a world space density.
Change 3360799 on 2017/03/23 by Daniel.Wright
[Copy] Cinematic scalability levels get 2x volumetric fog resolution in x and y
Change 3360806 on 2017/03/23 by Daniel.Wright
[Copy] Fixed volumetric fog being offset when viewport min is not 0
Change 3360809 on 2017/03/23 by Daniel.Wright
[Copy] Volumetric fog now adds a bias to the inverse squared light falloff denominator, prevents extreme aliasing from the hotspot. Can be controlled with r.VolumetricFog.InverseSquaredLightDistanceBiasScale.
Change 3361651 on 2017/03/23 by Brian.Karis
Higher quality sharp SSR at quality 4
Change 3361678 on 2017/03/23 by Brian.Karis
Fresnel darkens diffuse for clearcoat.
Change 3361683 on 2017/03/23 by Brian.Karis
Fixed SSR artifact
Change 3361691 on 2017/03/23 by Brian.Karis
Chagned min roughness limit
Change 3361707 on 2017/03/23 by Brian.Karis
Added inverse film tone map
Change 3361726 on 2017/03/23 by Brian.Karis
Better precision inverse
Change 3361758 on 2017/03/23 by Brian.Karis
Material flag normal curvature to roughness is no longer forward only.
Change 3361765 on 2017/03/23 by Brian.Karis
Update ACES
Change 3361774 on 2017/03/23 by Brian.Karis
Cleaned up alpha support and disabled screen edge clipping.
Change 3362478 on 2017/03/24 by Guillaume.Abadie
Cherry pick 3316084's PostProcessing.cpp: Fixes a bug in Circle DOF where the apply pass was no longer using the downres DOF's TAA output.
#author Brian.Karis
#jira UE-42920
Change 3362738 on 2017/03/24 by Rolando.Caloca
DR - Hide scene capture on IF
Change 3362890 on 2017/03/24 by Guillaume.Abadie
Renames r.SceneAlpha to r.PostProcessing.PropagateAlpha
Change 3363665 on 2017/03/24 by Mark.Satterthwaite
PR #3414: Add command line option "-noheartbeatthread" to disable heart beat thread (Contributed by JeffRous)
Change 3363866 on 2017/03/24 by Arne.Schober
DR - Updated NVAPI
#RB Marcus.Wassmer
Change 3364300 on 2017/03/24 by Brian.Karis
SSR use dynamic velocity
Change 3364372 on 2017/03/24 by Brian.Karis
Fix changing off axis projection velocities.
Change 3364373 on 2017/03/24 by Brian.Karis
Enabled velocity drawing in scene captures
Change 3365531 on 2017/03/27 by Guillaume.Abadie
Computes the material's screen position material expression directly from the pixel shader SvPosition
Change 3365764 on 2017/03/27 by Chris.Bunner
Lowering severity of crash for missing values in scalability.ini.
#jira UE-41331
Change 3365916 on 2017/03/27 by Guillaume.Abadie
Exposes the viewport offset within the view property material expression
Change 3365979 on 2017/03/27 by Brian.Karis
Fixed skylight intensity from double applying
Change 3365987 on 2017/03/27 by Brian.Karis
Stopped post process indirect lighting intensity from scaling skylight reflections
Change 3365991 on 2017/03/27 by Brian.Karis
Fix for static analysis
Change 3366028 on 2017/03/27 by Daniel.Wright
Volumetric fog supports static shadowing from Stationary lights
* Using bilinear on static shadowmap depths + 1 PCF to smooth out results
Change 3366029 on 2017/03/27 by Daniel.Wright
Static shadow depth maps for Stationary point and spot lights are 2x higher res by default (4x more texels), which is more appropriate for volumetric fog
Change 3366055 on 2017/03/27 by Guillaume.Abadie
Cherry picks 3251469: Implements scene capture component's CaptureSortPriority to control GPU execution order in order to manage inter dependencies.
Change 3366447 on 2017/03/27 by Simon.Tourangeau
Fix IES light profile importer.
- Bug in the LM-63-1986 format importer.
Change 3366836 on 2017/03/27 by Brian.Karis
ClearUAV now supports int types
Change 3367435 on 2017/03/28 by Benjamin.Hyder
Submitting Decal Automation map for initial approval
Change 3367572 on 2017/03/28 by Chris.Bunner
Changed ClampedPow {max(abs(x),0.00001)} to PositiveClampedPow {max(x,0)} to give more expected results to Power node in material graphs.
#jira UE-42989
Change 3367756 on 2017/03/28 by Olaf.Piesche
Niagara material usage flags
Change 3367835 on 2017/03/28 by Marcus.Wassmer
Fix crash when TileRenderer runs before anything else. Make explicit behavior when rendering at a time when there is no valid scene.
Change 3367837 on 2017/03/28 by Marcus.Wassmer
Missed a file.
Change 3367838 on 2017/03/28 by Richard.Wallis
Updated items from original shelved version by Mark Satt:
- Added MetalBackend.cpp to change main function string to have an initial crc + code length zero's
**Description below taken from Mark Satt's original verison of this in CL3343280**
Updated for Dev-Rendering's PSOs & integrates Richard's work on RHI shader libraries.
Replace the FShaderCache's cook-time binary shader cache with Dmitriy Dyomin's standalone FShaderCodeLibrary that saves all shader byte-code arrays to files named by the FSHAHash. This de-duplicates shaders so we only ever store the byte code once. Includes optional support for generating a platform specific library file - which Metal implements to provide a single Metal library. The platform-native implementation can perform more de-duplication and in the case of Metal has lower file overheads and will compress more efficiently.
- All of the support code for the FShaderCache's cook caching is gone, which affects all platforms. The FShaderCodeLibrary is currently supported by Cook-By-The-Book but can be used with iterate or child cookers - only DLC cooking requires further work.
- With further modifications it should be possible to support Cook-on-the-Fly as well (output directories would be needed in FShaderCodeLibrary::InitForCooking) and the file-access pattern should be changed to use async. IO so that Material loading is not considered complete until all required byte-code arrays are loaded into the FShaderCodeLibrary.
- For Metal archiving shaders this way will compile with debug information and the FShaderCodeLibrary, with some help from extensions to IShaderFormat, will save the debug information out into separate files during cooking - these can then be used to debug the game without having to locally recompile, recook & repackage but the shipped byte-code is stripped. Global shader caches are also subject to de-duplication in the library in order to support Metal's shader stripping.
- File Move operations need to respect the 'Replace' flag - for FShaderCodeLibrary to work we need Move to be atomic.
- This bumps the object version and will cause all content to recook.
- Native library support is optional - only Metal currently implements one, but so could Vulkan and D3D12. For Metal the big advantages are further de-duplication where different materials generate the same MetalSL text but a different FSHAHash, that the single Metal library has lower overhead and that as a single file it all compresses far better (esp. with LZMA - 5x smaller).
Change 3367854 on 2017/03/28 by Mark.Satterthwaite
Don't track or record draw call resources for non-OpenGL shader platforms in the shader-cache as it is unnecessary and makes it slower on the CPU than it needs to be.
Change 3367877 on 2017/03/28 by Brian.Karis
Fixed linux build hopefully
Change 3368001 on 2017/03/28 by Mark.Satterthwaite
Compile fixes from Richard's checkin caused by not having visibility to all platforms from my original shelves.
Change 3368019 on 2017/03/28 by Mark.Satterthwaite
And another fix for Windows compilation of MetalShaderFormat.
Change 3368042 on 2017/03/28 by Mark.Satterthwaite
And a couple of simpler MSVC errors.
Change 3368271 on 2017/03/28 by Mark.Satterthwaite
Make SceneRenderTargets compile again.
Change 3368691 on 2017/03/28 by Daniel.Wright
[Copy from BenW] Renamed r.Shadow.MaxCSMShadowResolution to r.Shadow.MaxCSMResolution to match scalability inis
Change 3369689 on 2017/03/29 by Marcus.Wassmer
Fix non editor compile for now
Change 3369862 on 2017/03/29 by Marcus.Wassmer
Get the rest of the things compiling again.
Change 3369896 on 2017/03/29 by Chris.Bunner
Enabling AMD HDR support by default.
#jira UE-42113
Change 3370535 on 2017/03/29 by Marcus.Wassmer
DR - Fix template explicit instantiation for ClearUAV permutations
#RB Brian.Karis, Arne.Schober
Change 3370704 on 2017/03/29 by Rolando.Caloca
DR - Rewrote GPU Skin Cache
- Per section buffers
- Limited memory per non-editor worlds (control with r.SkinCache.SceneMemoryLimitInMB)
Copied from 3370529
Change 3371389 on 2017/03/30 by Richard.Wallis
Remove temp working directories after archive packages built.
Change 3371641 on 2017/03/30 by Rolando.Caloca
DR - Copy 3371640 (fix mem leak)
Change 3372436 on 2017/03/30 by Uriel.Doyon
Added flags in UPrimitiveComponent to keep track of its state in the streaming manager.
This allows to avoid unnecessary callback and processing in begin destroy reattach and being destroy logic.
Removed the limitation of only processing UMeshComponent when handling spawed primitive.
This releases the level manager from having to manage dynamic primitives.
This improves performance by not having to manage dynamic references in the level manager.
Primitives managed as dynamic now have a callback when ever their proxy is udpated, handling
many cases automatically where previously a manual callback to notify would have been required.
Fixed an issue where primitives with no reference to streaming textures would loose they dynamic state
because of lack of references in the streamer.
Change 3372740 on 2017/03/30 by Chris.Bunner
[Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute).
StencilSceneTexture added to deferred list.
A few known issues to be fixed in a follow-up CL.
Change 3372765 on 2017/03/30 by Uriel.Doyon
Disabled concurrent call to NotifyPrimitiveUpdated while we don't have a safe concurrent update
Change 3372979 on 2017/03/30 by Richard.Hinckley
#jira UE-43501
The stencil buffer can now use single-channel bitmasks that ignore depth. This makes it possible to detect overlaps between stencil objects.
Change 3373053 on 2017/03/30 by Simon.Tourangeau
LPV Fade support
- mostly integrated from CL 2959511
Change 3373272 on 2017/03/30 by Uriel.Doyon
Added support for the concurrent update of dynamic primitives by the streaming manager.
Change 3373450 on 2017/03/30 by Rolando.Caloca
DR - FNT - Fix bad data for odd texcoord channels used on skin cache passthrough factory
Copy 3373364
#jira UE-43492
Change 3373470 on 2017/03/30 by Marcus.Wassmer
Nvidia Aftermath support
Change 3374187 on 2017/03/31 by Chris.Bunner
Volume texture support for CombineLUTs/Tonemap compute pass.
Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS.
Skip compute post process out-of-bounds writes.
Unsigned type conversion fixes.
Trimmed compute post process shader inputs.
Change 3374233 on 2017/03/31 by Chris.Bunner
Removed several redundant post process compute fences and resource transitions.
Added testing CVar to force compute post processes to async (r.PostProcess.ForceAsyncDispatch).
Change 3374412 on 2017/03/31 by Rolando.Caloca
DR - Fix static analysis
Change 3374544 on 2017/03/31 by Richard.Wallis
FShaderCache Parallel-Context-Aware Merged with FShaderCache Single Library.
Future Work
- This was done before Engine PSO were in so this now needs a refector in the recording and playback on pipeline states instead an emulate PSO in OpenGL Driver.
- Remove FShaderCacheState and replace the logic with FGraphicsPipelineStateInitializer which should be able to record from the RHI current pipeline state
- This would reduce the Locking required as it's naturally per thread/context and only the final record would need a lock
Change 3374588 on 2017/03/31 by Richard.Wallis
Windows Compile Fixes
Change 3374810 on 2017/03/31 by Benjamin.Hyder
updating recommended GPU drivers
Change 3375207 on 2017/03/31 by Rolando.Caloca
DR - vk - Fixed swapchain format selection for some Linux platforms
Change 3375248 on 2017/03/31 by Rolando.Caloca
DR - vk - Prefer D32S8
Change 3375495 on 2017/03/31 by Rolando.Caloca
DR - vk - Update to sdk 1.0.42.2
Change 3375496 on 2017/03/31 by Rolando.Caloca
DR - Force compiling with updated Vulkan SDK
Change 3375636 on 2017/03/31 by Mark.Satterthwaite
Copying Metal improvements from task stream, with some modifications:
- Off-by-default implementations for MTLFence & MTLHeap, including some small changes to the RHI interface for parallel contexts.
- Support for Apple's Instruments "Points of Interest" tool.
- Consolidation of some Mac & iOS compiler, memory and thread handling code.
- Fixes for Metal not having implicit buffer SRV typecasting for DistanceField effects.
- Improvements to the internal FMetalDebug layer, still off by default.
- Limited support for Xcode automatic code-signing for iOS/tvOS.
- Minimisation of render-target changes in some rendering code, esp. SceneOcclusion, DBufferDecals.
- Added RHISetResourceAliasability_RenderThread to FDynamicRHI for RHIs to implement simple render-target aliasing.
- Added FApplePlatformObject, a custom block allocator for Objective-C types (with NSZombie support) which is now used in MetalRHI to decrease allocation costs of Objective-C types.
- Smattering of lesser fixes.
Change 3375654 on 2017/03/31 by Mark.Satterthwaite
Incremental Windows build fix.
Change 3375656 on 2017/04/01 by Mark.Satterthwaite
Correct extern declaration, including the module export macro which Mac unhelpfully doesn't enforce (for now...).
Change 3375797 on 2017/04/01 by Mark.Satterthwaite
Nullability qualifiers to fix Mac build-farm compilation: perversely this is not a problem for local builds...
Change 3375798 on 2017/04/01 by Mark.Satterthwaite
Fix the first mis-merge in ParticleGpuSimulation - these changes clearly weren't properly resolved in the task-stream.
Change 3375835 on 2017/04/01 by Mark.Satterthwaite
Try again with nullability and fix the occlusion changes as the PSO work wasn't merged correctly.
Change 3376143 on 2017/04/02 by Mark.Satterthwaite
Switch back to flat dSYMs for Dev-Rendering - they don't work with Instruments etc. but they are required by our build system.
Change 3376324 on 2017/04/03 by Chris.Bunner
Fixed cvar re-registration log spam and flagged a testing-only cvar as such.
Change 3376726 on 2017/04/03 by Benjamin.Hyder
Submitting initial HDR test map (WIP)
Change 3376756 on 2017/04/03 by Guillaume.Abadie
Fixes scene captures ordering's backward compatibility.
Before, 2d scene captures were rendered before cube scene captures. The CaptureSortPriority broke backward compatibility by settings this new member to 0 in the USceneCaptureComponent's constructor. Since it is a higher come first policy, this CL set the default of this value to 1 in USceneCaptureComponent2D's constructor.
Change 3377378 on 2017/04/03 by Arne.Schober
DR - Fix ShaderRecompiling over and over again
#RB Chris.Bunner
Change 3377512 on 2017/04/03 by Daniel.Wright
[Copy] Fixed profilegpu in d3d12 - initialize FLongGPUTaskPS when it is safe to do so, and fixed FSlateRHIRenderer's incorrect usage of draw events
Change 3377518 on 2017/04/03 by Daniel.Wright
[Copy] Distance field atlas coalesces updates to reduce RHIUpdateTexture3D memory overhead on d3d12
Change 3377526 on 2017/04/03 by Daniel.Wright
[Copy] "Ran out of GPU queries!" log only happens once
Change 3377535 on 2017/04/03 by Daniel.Wright
[Copy] Fixed unreferenced local variable
Change 3377539 on 2017/04/03 by Daniel.Wright
[Copy] Xbox One RHIGetResourceInfo takes ESRAM into account - fixes render target pool 'VRamInKB request failed' messages
Change 3377546 on 2017/04/03 by Daniel.Wright
[Copy] Added r.LightMaxDrawDistanceScale for local light scalability
Change 3377553 on 2017/04/03 by Daniel.Wright
[Copy] Removed NEW_ESRAM_ALLOCATOR define and old unused path
Change 3377560 on 2017/04/03 by Daniel.Wright
[Copy] Fixed two d3d12 refcounting bugs causing -norhithread crashes
Change 3377565 on 2017/04/03 by Daniel.Wright
[Copy] Fixed Xbox One deleting GPU resources before the GPU is done reading from them (GRHINeedsExtraDeletionLatency was false)
Change 3377572 on 2017/04/03 by Daniel.Wright
[Copy] Disabled point / spot lights with MaxDrawDistance on LowPC
Change 3377586 on 2017/04/03 by Daniel.Wright
Fixed compile error
Change 3377699 on 2017/04/03 by David.Hill
FFT Code. Moved over from raven and refactored
#review-3374589 @guillaume.abadie
Change 3377910 on 2017/04/03 by David.Hill
GPU FFT: Fix Linux Build
adding a missing template<> to an IMPLEMENT_SHADER_TYPE
Change 3378751 on 2017/04/04 by Marcus.Wassmer
HQ particle lights now spawn attached to the same socket as their parent module.
Change 3378819 on 2017/04/04 by Richard.Wallis
Should be no need to protect shader cache against RHI thread now.
Change 3378823 on 2017/04/04 by Richard.Wallis
FRHIShaderLibrary Opaque Type
- Base FRHIShaderLibrary has no Create*Shader functions and is passed to Overloaded RHICreate*Shader functions instead of creation directly through the library.
- Assumed that only Native libraries will end up in the RHICreate*Shader functions.
- ShaderCache and ShaderCode Libraries now inherit from a common factory interface.
Change 3378883 on 2017/04/04 by Arne.Schober
DR - Fix DCC build
Change 3378885 on 2017/04/04 by Richard.Wallis
Metal resource cast compile fix post merge.
Change 3378946 on 2017/04/04 by Chris.Bunner
SM4 assert fix.
Change 3378953 on 2017/04/04 by Chris.Bunner
Fixed type-correctness on legacy BreakMA material nodes and set more flexible formats to global attributes which should result in much more forgiving graphs for users.
Allowed material nodes to opt out of mask-based pin coloration.
#tests Compiled most Paragon materials + QAGame test maps.
#jira UE-39885
Change 3379189 on 2017/04/04 by Arne.Schober
DR - Fix aftermath staging
Change 3379229 on 2017/04/04 by Arne.Schober
DR - Fix missing include
Change 3379374 on 2017/04/04 by Mark.Satterthwaite
Revert an accidentally merged change in MacPlatformProcess that relies on further changes from the Metal task stream.
Change 3379505 on 2017/04/04 by Rolando.Caloca
DR - Fix mismatched interpolators
Change 3379539 on 2017/04/04 by Mark.Satterthwaite
No FFT for any hlslcc platform - the IR for one or more RWTexture2D isn't quite right...
#jira UE-43626
Change 3379561 on 2017/04/04 by Rolando.Caloca
DR - Fix root signature issues on D3D12 PC
Change 3379590 on 2017/04/04 by Mark.Satterthwaite
Back out changelist 3379539 & change the shader slightly instead, the HLSLCC library generates bogus IR when you have an inout RWTexture.
#jira UE-43626
Change 3379917 on 2017/04/04 by Uriel.Doyon
Fix to input mismatch
Change 3380578 on 2017/04/05 by Chris.Bunner
Shader type fixes.
#jira UE-43652
Change 3380639 on 2017/04/05 by Rolando.Caloca
DR - Expose GetOrCreate PSO and document
Change 3380821 on 2017/04/05 by Guillaume.Abadie
Fixes a crash in USceneCaptureComponent::UpdateDeferredCaptures()
#jira UE-43642
Change 3381092 on 2017/04/05 by Guillaume.Abadie
Cherry pick 3362517: Implements TAA's scene color unpremultiplication from alpha channel to reduce DOF alpha channel temporal ghosting.
This CL take the oportunity to transform AA_ALPHA to an compile time enumeration, and add a basic TAA compile time configuration validation to improve readability of the different TAA passes' configurations.
Change 3381300 on 2017/04/05 by Mark.Satterthwaite
Quick fix for changes to MetalRHI's render-thread safe texture creation not correctly handling AVFoundation video player handing us an IOSurface.
#jira UE-43597
Change 3381359 on 2017/04/05 by Guillaume.Abadie
Back out changelist 3381092
Change 3381421 on 2017/04/05 by Mark.Satterthwaite
Amended CL #3380995 from Richard Wallis to address crash in the Material Editor under the validation layer - when there are no textures bound the default pass descriptor assigns store actions, which means we can't override them with our deferred store actions.
#jira UE-43689
Change 3381422 on 2017/04/05 by Mark.Satterthwaite
Absolute time queries can't be batched in Metal but I also can't rely on them being started with a call to BeginQuery - only EndQuery.
#jira UE-43691
Change 3381503 on 2017/04/05 by Daniel.Wright
More intuitive controls for Volumetric Fog
* Removed ScatteringScale / AbsorptionScale on Exponential Height Fog and added Albedo / Extinction
* InscatteringColorCubemap is now supported by Volumetric Fog
* Particle lights have a default VolumetricScatteringIntensity of 0 to avoid trailing
* Tweaked GVolumetricFogDepthDistributionScale better for nearby details
* Volume Materials have twice the interpolators available
Change 3381527 on 2017/04/05 by Mark.Satterthwaite
Disable Private GPU storage for PVRTC texture formats on iOS Metal - these require more changes to the blit-encoder usage as PVRTC has strange requirements.
Change 3381671 on 2017/04/05 by Mark.Satterthwaite
Better error message for failure to compile shaders remotely from PC for Metal.
Change 3381769 on 2017/04/05 by Rolando.Caloca
DR - Added lock texture array 2d on Vulkan
Change 3382003 on 2017/04/05 by Mark.Satterthwaite
Remove the automatic Metal aliasing/re-use when releasing some resource types as it doesn't work as intended.
Change 3382030 on 2017/04/05 by Zachary.Wilson
Fix compiling Metal text shaders from PC broken in merge from task stream.
#submitter mark.satterthwaite
#jira UE-43652
Change 3382880 on 2017/04/06 by Mark.Satterthwaite
Michael Trepka's CL #3379927:
VolumetricFogVoxelization implementation for Mac
Change 3383315 on 2017/04/06 by Mark.Satterthwaite
Partially revert CL #3382003 - the emulated Metal heaps require invoking makeAliasable in order to reclaim memory.
#jira UE-43739
Change 3384639 on 2017/04/07 by Marcus.Wassmer
Move ShaderResource version bump to RenderingObjectVersion
Change 3384704 on 2017/04/07 by Mark.Satterthwaite
Compile fix for merge.
Change 3384933 on 2017/04/07 by Rolando.Caloca
DR - Fix skin cache crash with BP (copy 3384714)
Change 3385104 on 2017/04/07 by Mark.Satterthwaite
Fix MetalRHI's abs(int2) handling - it can't be translated to fabs(int2) as that won't compile. Also rebuild hlslcc for my sanity.
#jira UE-43783
Change 3385105 on 2017/04/07 by Mark.Satterthwaite
Force a shader rebuild to ensure that everybody picks up the fix for #jira UE-43783
#jira UE-43783
Change 3385118 on 2017/04/07 by Arne.Schober
DR - [OR-37359] - Fix disapearing Decals when StencilLod Fade is enabled
#RB none
Change 3385149 on 2017/04/07 by Marcus.Wassmer
Fix skincache motion blur
Change 3385189 on 2017/04/07 by Rolando.Caloca
DR - Fix swapchain format for editor on Vulkan
Change 3385287 on 2017/04/07 by Mark.Satterthwaite
Enable SM5 on Intel as of 10.12.4 and later.
Change 3385347 on 2017/04/07 by Rolando.Caloca
DR - Temp fix for GL4 corruption on editor
#jira UE-43785
Change 3385363 on 2017/04/07 by Rolando.Caloca
DR - Actually fix all win platforms for GL bug
#jira UE-43785
Change 3385557 on 2017/04/07 by Arne.Schober
DR - [UE-43205] - Fix mesh paint
#RB none
Change 3385608 on 2017/04/07 by Daniel.Wright
Fixed SampleCmp being used on a non-depth texture, causing a d3d error
Change 3385980 on 2017/04/10 by Rolando.Caloca
DR - Remove transition functions RHIClearColor* RHIClearDepthStencilTexture
Change 3386042 on 2017/04/10 by Rolando.Caloca
DR - Fix metal merge issue
Change 3386157 on 2017/04/10 by Rolando.Caloca
DR - Remove VS2013 libs generation off hlslcc & glslang (to match main)
Change 3386356 on 2017/04/10 by Chris.Bunner
Resolving merge errors.
Change 3386414 on 2017/04/10 by Chris.Bunner
Resolved merge issue in RendererScene.cpp.
Change 3386700 on 2017/04/10 by Mark.Satterthwaite
Silence documentation warnings.
Change 3387178 on 2017/04/10 by Chris.Bunner
Removed invalid mask correction on MakeMA material nodes.
Change 3388177 on 2017/04/11 by Marcus.Wassmer
Disable ensure that is no longer relevant now that we bind clear colors on texture creation
Change 3388261 on 2017/04/11 by Chris.Bunner
Static analysis fix.
[CL 3388266 by Chris Bunner in Main branch]
2017-04-11 10:32:07 -04:00
extern float GLightMaxDrawDistanceScale ;
float MaxDist = Proxy - > GetMaxDrawDistance ( ) * GLightMaxDrawDistanceScale ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3109293)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3091951 on 2016/08/17 by Chris.Bunner
(Duplicate) CL 3090919: Fixed edge case interactions in HLOD ray rejection logic in Lightmass.
Change 3093162 on 2016/08/18 by Ben.Woodhouse
Fix minor memory leak (missing delete of RT Heartbeat thread)
Change 3093470 on 2016/08/18 by Ben.Woodhouse
Fix minor leak in FMonitoredProcess - the Thread member would get leaked if the FMonitoredProcess was cancelled, because it gets NULLed without deleting it. Fix is to add a bool to keep track of whether the thread is running, rather than using the Thread pointer.
Also fixes a race condition where the FMonitoredProcess::Thread member could get initialized after the thread had completed. This would cause IsRunning to never return false, even if the thread has completed, and the editor would hang on startup (this was fixed by setting bIsRunning to true before creating the thread)
Change 3093698 on 2016/08/18 by Daniel.Wright
Translucent lighting volume draw event cleanup
Change 3093700 on 2016/08/18 by Daniel.Wright
Clamp on box reflection capture transition distance visualizer
Change 3093755 on 2016/08/18 by Ryan.Vance
Merging stereo planar reflections from Odin.
Change 3094060 on 2016/08/18 by Daniel.Wright
Fully featured base pass reflection captures with blending and parallax correction
* Used in the forward renderer when materials opt-in to 'High Quality Reflections'
* Used in the deferred renderer for translucent 'Surface ForwardShading' materials
* Reflection captures are culled to a frustum space grid using the same reverse linked-list method as lights in the forward renderer
* Fixed grid culling in stereo / splitscreen
* The ReflectionEnvironment compute shader used in the deferred path also uses the culled grid now which reduces its cost from .93ms -> .70ms on 970 GTX. PS4 cost is about the same.
* Capsule indirect self-shadowing is now reduced in the forward path to match deferred, and both are controlled by r.CapsuleIndirectShadowSelfShadowIntensity
* SetupHZB is now skipped when SSAO / SSR / HZB are all disabled
Change 3094160 on 2016/08/18 by Daniel.Wright
CIS fixes
Change 3094899 on 2016/08/19 by Ben.Woodhouse
Batching optimization for dragging components onto blueprints, reported on UDN. Adding 2300 static mesh actors now takes 3 seconds instead of 40 minutes.
https://udn.unrealengine.com/questions/305821/suspected-rhi-uniform-buffer-leak-when-adding-stat.html
#jira UE-34937
Change 3095256 on 2016/08/19 by Daniel.Wright
Disabled ISR warning spamming CIS
Change 3095468 on 2016/08/19 by Daniel.Wright
Fixed refcounting on hit proxy render targets
Change 3095470 on 2016/08/19 by Daniel.Wright
Added bVisibleInReflectionCaptures to primitive component, which is useful for hiding objects too close to the capture point
Change 3096274 on 2016/08/22 by Rolando.Caloca
DR - vk - added missing BC4
Change 3096291 on 2016/08/22 by Rolando.Caloca
DR - vk - Fix image views for some rendertarget formats
- Fix ImageViews on sub mips
Change 3096579 on 2016/08/22 by Rolando.Caloca
DR - vk - Fix rendering for shaders with no descriptors
Change 3096584 on 2016/08/22 by Rolando.Caloca
DR - vk - Fix 3d texture update
Change 3096813 on 2016/08/22 by Rolando.Caloca
DR - Fix GL linking errors
PR #2615
Change 3097062 on 2016/08/22 by Rolando.Caloca
DR - vk - Added unified mem flag
- Added Mip index into UAV
- Switched compute descriptor set index 0
Change 3097065 on 2016/08/22 by Rolando.Caloca
DR - vk - Framebuffer barriers now wait on STAGE_FRAGMENT_SHADER instead of STAGE_BOTTOM_OF_PIPE
Change 3097084 on 2016/08/22 by Daniel.Wright
Enabled r.VertexFoggingForOpaque by default to match other forward renderer choices (fast by default)
Change 3097086 on 2016/08/22 by Rolando.Caloca
DR - vk - Missed file
Change 3097943 on 2016/08/23 by Rolando.Caloca
DR - hlslcc - Remove duplicated definitions out into a common header
Change 3098166 on 2016/08/23 by Rolando.Caloca
DR - Custom Renderer callback after getting SceneColor
Change 3098418 on 2016/08/23 by Olaf.Piesche
Moving vertex factory dirtying to always happen in-editor for mesh emitters on dynamic data reinitialization; there are several cases in which this needs to happen (some material changes, mesh reimports...) which are difficult to track, so in-editor we just always recreate the mesh particle vertex factory with the dynamic data.
#jira UE-34838
Change 3098448 on 2016/08/23 by Rolando.Caloca
DR - vk - fixes for depth/stencil descriptors
- Minor debug dump improvement
Change 3098463 on 2016/08/23 by Daniel.Wright
Static lights with MinRoughness = 1.0 don't get their source shapes drawn into reflection captures, since they are being used as virtual area lights
Change 3098556 on 2016/08/23 by Daniel.Wright
Lightmass area shadows only mark texels as mapped inside the light's influence, which fixes multiple stationary lights with bUseAreaShadowsForStationaryLight interfering.
Change 3098672 on 2016/08/23 by Rolando.Caloca
DR - vk - Fixed crash when using vertex shaders with no descriptors
Change 3099173 on 2016/08/24 by Ben.Woodhouse
Fixed various issues with subsurface profile, for checkerboard and non-checkerboard code paths
- Re-enable non-checkerboard skin by default
- Checkerboard issues fixed:
- Emissive lighting was being applied twice due to not taking checkerboard pattern into account
- Emissive lighting was modulated by basecolor in the recombine
- Metallic materials were contributing specular lighting to the diffuse channel
- Non-checkerboard fixes:
- Fix write mask during SkyLightDiffuse so alpha is updated correctly
- Metallic specular lighting was broken (specularColor was lerping to white instead of baseColor)
- Optimisation: Fall back to default lit for pixels where the opacity is 0.
- For non-checkerboard, this gives better handling of metallic/emissive for pixels where SSS is not required (non-CB RGBA encoding for diffuse/spec doesn't cope well with colored specular or emissive)
- For checkerboard, this gives similar results in terms of shading, but we get full-resolution shading on non SSS pixels
#jira UE-34561
Change 3099673 on 2016/08/24 by Daniel.Wright
Removed unused reflection shape variables
Change 3099674 on 2016/08/24 by Daniel.Wright
Fixed translucent materials not working in DrawMaterialToRenderTarget (fallout from cl 3089208)
Fixed ensure with FRendererModule::DrawTile in the forward renderer, trying to bind light attenuation texture
Change 3099700 on 2016/08/24 by Daniel.Wright
Disabled log spam when a Rift is connected but not being used
Change 3099730 on 2016/08/24 by Daniel.Wright
MSAA depth resolve uses depth of closest surface, hides some artifacts with dynamic shadowing against the skybox
Change 3099789 on 2016/08/24 by Brian.Karis
FloatRGB is now always supported.
If 11:11:10 isn't supported by hardware this format by definition will map to a different format meaning it is always supported.
Change 3099987 on 2016/08/24 by Daniel.Wright
Fixed light grid debug asserts on PS4
* Always creating the local light buffer, even if it won't be used by the shader
* Transition ViewState FRWBuffers to writable at the beginning of a new frame
Change 3100120 on 2016/08/24 by Rolando.Caloca
DR - vk - Use 256MB pages for GPU memory
Change 3100151 on 2016/08/24 by Daniel.Wright
PS4 gracefully falls back to Temporal AA when MSAA is requested, as the GNM RHI doesn't support MSAA yet
Change 3100302 on 2016/08/24 by Rolando.Caloca
DR - vk - Mem system changes
- Now allocates a readback heap from GPU->CPU
- Removed bad total memory on heap/type
- Added fallback to another mem type if it's OOM
Change 3101110 on 2016/08/25 by Rolando.Caloca
DR - vk - Remove r.Vulkan.UseGLSL
Change 3101121 on 2016/08/25 by Rolando.Caloca
DR - vk - Initial support for HiResShot
Change 3101450 on 2016/08/25 by Rolando.Caloca
DR - vk - Remove imagelayout from textures; renamed a method for clarity
Change 3101462 on 2016/08/25 by Daniel.Wright
Planar reflections no longer update GPU particles, fixes Scene Depth particle collision
Change 3101525 on 2016/08/25 by Frank.Fella
Niagara - Remove public include modules from niagara, and remove the public include dependency on niagara from UnrealEd, and fix up fallout.
Change 3101613 on 2016/08/25 by Rolando.Caloca
DR - vk - Fix static analysis warning
Change 3101686 on 2016/08/25 by Frank.Fella
Niagara - Move asset type actions into the niagara module.
Change 3101865 on 2016/08/25 by Rolando.Caloca
DR - vk - Fix compile issue when enabling dump layer
Change 3101946 on 2016/08/25 by Frank.Fella
Orion - Fix include error caused by niagara include fixup.
Change 3101999 on 2016/08/25 by Frank.Fella
Fortnite - Fix include error caused by niagara include fixup.
Change 3102035 on 2016/08/25 by Frank.Fella
Ocean - Fix include error caused by niagara include fixup.
Change 3102047 on 2016/08/25 by Frank.Fella
UnrealTournament - Fix include error caused by niagara include fixup.
Change 3102627 on 2016/08/26 by Frank.Fella
Niagara - Move stats group declaration to the niagara module and move the stats declarations in the niagara module into the cpp files.
Change 3102654 on 2016/08/26 by Ben.Woodhouse
Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators
#jira UE-33424
Change 3102780 on 2016/08/26 by Ben.Woodhouse
Make shadow culling take FOV into account, via LODDistanceFactor
Also set the LODDistanceFactorSquared member of the view, which was previously uninitialized
#jira UE-33873
Change 3102930 on 2016/08/26 by Rolando.Caloca
DR - vk - Do not require backbuffer at start, like Metal
Change 3103061 on 2016/08/26 by Rolando.Caloca
DR - vk - More debug dump to help track down issues
Change 3103143 on 2016/08/26 by Rolando.Caloca
DR - vk - Added partial image view for each texture for Depth/Stencil
- Removed some unused members from textures
Change 3104162 on 2016/08/29 by Gil.Gribb
Merging //UE4/Dev-Main@3104155 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3104491 on 2016/08/29 by Rolando.Caloca
DR - vk - Fix merge issue
Change 3104500 on 2016/08/29 by Rolando.Caloca
DR - Rebuilt hlslcc libs after merge
Change 3104978 on 2016/08/29 by John.Billon
-Moved Particle Cutouts to the Required Module
-Pre-existing SubUVAnimation data is automatically moved to required on Init.
-Added Default Particle Cutouts project setting that will attempt to find and use a texture on a particle's material for a cutout by default.
Change 3105249 on 2016/08/29 by John.Billon
Fixing non-editor compile error.
Change 3105326 on 2016/08/29 by Zabir.Hoque
SIMD Movie Player on XB1
Change 3105813 on 2016/08/30 by John.Billon
Fixing static analysis warning.
Change 3106322 on 2016/08/30 by Matt.Kuhlenschmidt
Removed duplicated view uniform shader parameters initialization between slate and scene rendering. Moved all the duped initialization into a single shared method. The shared method should be where new parameters are initialized if they are required for the view to work properly.
Change 3106350 on 2016/08/30 by Rolando.Caloca
DR - vk - Added missing texture formats
- Added texture debug name
Change 3106547 on 2016/08/30 by Rolando.Caloca
DR - Added ESimpleRenderTargetMode::EExistingColorAndClearDepth
Change 3106631 on 2016/08/30 by Uriel.Doyon
Dirty Texture Streaming Build do not dirty maps anymore.
#jira UE-35241
Change 3106919 on 2016/08/30 by Rolando.Caloca
DR - Temp workaround to get Vulkan up & running, might require hlslcc fix
Change 3106974 on 2016/08/30 by Uriel.Doyon
Changed lightmass exports version from GUID to INT in order to shorten filenames.
Change 3106988 on 2016/08/30 by Uriel.Doyon
New project specific config value r.Streaming.CheckBuildStatus used to specify whether the engine should check if the "Texture Streaming Build" is dirty (false by default).
#jira UE-35227
Change 3107927 on 2016/08/31 by John.Billon
-Duplicating OpenGL4 ClearUAV Implementation from 4.13
-Fixed uav clear format.
#Jira UE-35345
Change 3108095 on 2016/08/31 by Marc.Olano
Restore initialization of noise textures, accidentally removed in @3106322
#jira UE-35369
Change 3108557 on 2016/08/31 by John.Billon
Fixing HTML5 compile error
[CL 3109297 by Gil Gribb in Main branch]
2016-08-31 21:22:32 -04:00
float Range = Proxy - > GetFadeRange ( ) ;
float DistanceFade = MaxDist ? ( MaxDist - FMath : : Sqrt ( DistanceSquared ) ) / Range : 1.0f ;
DistanceFade = FMath : : Clamp ( DistanceFade , 0.0f , 1.0f ) ;
return SizeFade * DistanceFade ;
}
2014-03-14 14:13:41 -04:00
/** The stencil sphere vertex buffer. */
2015-08-27 10:11:22 -04:00
TGlobalResource < StencilingGeometry : : TStencilSphereVertexBuffer < 18 , 12 , FVector4 > > StencilingGeometry : : GStencilSphereVertexBuffer ;
TGlobalResource < StencilingGeometry : : TStencilSphereVertexBuffer < 18 , 12 , FVector > > StencilingGeometry : : GStencilSphereVectorBuffer ;
2014-03-14 14:13:41 -04:00
/** The stencil sphere index buffer. */
2014-06-03 15:53:13 -04:00
TGlobalResource < StencilingGeometry : : TStencilSphereIndexBuffer < 18 , 12 > > StencilingGeometry : : GStencilSphereIndexBuffer ;
2015-08-27 10:11:22 -04:00
TGlobalResource < StencilingGeometry : : TStencilSphereVertexBuffer < 4 , 4 , FVector4 > > StencilingGeometry : : GLowPolyStencilSphereVertexBuffer ;
2014-06-03 15:53:13 -04:00
TGlobalResource < StencilingGeometry : : TStencilSphereIndexBuffer < 4 , 4 > > StencilingGeometry : : GLowPolyStencilSphereIndexBuffer ;
2014-03-14 14:13:41 -04:00
/** The (dummy) stencil cone vertex buffer. */
TGlobalResource < StencilingGeometry : : FStencilConeVertexBuffer > StencilingGeometry : : GStencilConeVertexBuffer ;
/** The stencil cone index buffer. */
TGlobalResource < StencilingGeometry : : FStencilConeIndexBuffer > StencilingGeometry : : GStencilConeIndexBuffer ;
/*-----------------------------------------------------------------------------
FShadowProjectionVS
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
bool FShadowProjectionVS : : ShouldCache ( EShaderPlatform Platform )
{
2015-06-25 08:36:35 -04:00
return true ;
2014-03-14 14:13:41 -04:00
}
2015-01-19 15:55:17 -05:00
void FShadowProjectionVS : : SetParameters ( FRHICommandList & RHICmdList , const FSceneView & View , const FProjectedShadowInfo * ShadowInfo )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
FGlobalShader : : SetParameters < FViewUniformShaderParameters > ( RHICmdList , GetVertexShader ( ) , View . ViewUniformBuffer ) ;
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if ( ShadowInfo - > IsWholeSceneDirectionalShadow ( ) )
{
// Calculate bounding geometry transform for whole scene directional shadow.
// Use a pair of pre-transformed planes for stenciling.
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StencilingGeometryParameters . Set ( RHICmdList , this , FVector4 ( 0 , 0 , 0 , 1 ) ) ;
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}
else if ( ShadowInfo - > IsWholeScenePointLightShadow ( ) )
{
// Handle stenciling sphere for point light.
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StencilingGeometryParameters . Set ( RHICmdList , this , View , ShadowInfo - > LightSceneInfo ) ;
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}
else
{
// Other bounding geometry types are pre-transformed.
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StencilingGeometryParameters . Set ( RHICmdList , this , FVector4 ( 0 , 0 , 0 , 1 ) ) ;
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}
}
IMPLEMENT_SHADER_TYPE ( , FShadowProjectionNoTransformVS , TEXT ( " ShadowProjectionVertexShader " ) , TEXT ( " Main " ) , SF_Vertex ) ;
IMPLEMENT_SHADER_TYPE ( , FShadowProjectionVS , TEXT ( " ShadowProjectionVertexShader " ) , TEXT ( " Main " ) , SF_Vertex ) ;
/**
* Implementations for TShadowProjectionPS .
*/
# if !UE_BUILD_DOCS
# define IMPLEMENT_SHADOW_PROJECTION_PIXEL_SHADER(Quality,UseFadePlane) \
typedef TShadowProjectionPS < Quality , UseFadePlane > FShadowProjectionPS # # Quality # # UseFadePlane ; \
IMPLEMENT_SHADER_TYPE ( template < > , FShadowProjectionPS # # Quality # # UseFadePlane , TEXT ( " ShadowProjectionPixelShader " ) , TEXT ( " Main " ) , SF_Pixel ) ;
// Projection shaders without the distance fade, with different quality levels.
IMPLEMENT_SHADOW_PROJECTION_PIXEL_SHADER ( 1 , false ) ;
IMPLEMENT_SHADOW_PROJECTION_PIXEL_SHADER ( 2 , false ) ;
IMPLEMENT_SHADOW_PROJECTION_PIXEL_SHADER ( 3 , false ) ;
IMPLEMENT_SHADOW_PROJECTION_PIXEL_SHADER ( 4 , false ) ;
IMPLEMENT_SHADOW_PROJECTION_PIXEL_SHADER ( 5 , false ) ;
// Projection shaders with the distance fade, with different quality levels.
IMPLEMENT_SHADOW_PROJECTION_PIXEL_SHADER ( 1 , true ) ;
IMPLEMENT_SHADOW_PROJECTION_PIXEL_SHADER ( 2 , true ) ;
IMPLEMENT_SHADOW_PROJECTION_PIXEL_SHADER ( 3 , true ) ;
IMPLEMENT_SHADOW_PROJECTION_PIXEL_SHADER ( 4 , true ) ;
IMPLEMENT_SHADOW_PROJECTION_PIXEL_SHADER ( 5 , true ) ;
# endif
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// Implement a pixel shader for rendering modulated shadow projections.
IMPLEMENT_SHADER_TYPE ( template < > , TModulatedShadowProjection < 1 > , TEXT ( " ShadowProjectionPixelShader " ) , TEXT ( " Main " ) , SF_Pixel ) ;
IMPLEMENT_SHADER_TYPE ( template < > , TModulatedShadowProjection < 2 > , TEXT ( " ShadowProjectionPixelShader " ) , TEXT ( " Main " ) , SF_Pixel ) ;
IMPLEMENT_SHADER_TYPE ( template < > , TModulatedShadowProjection < 3 > , TEXT ( " ShadowProjectionPixelShader " ) , TEXT ( " Main " ) , SF_Pixel ) ;
IMPLEMENT_SHADER_TYPE ( template < > , TModulatedShadowProjection < 4 > , TEXT ( " ShadowProjectionPixelShader " ) , TEXT ( " Main " ) , SF_Pixel ) ;
IMPLEMENT_SHADER_TYPE ( template < > , TModulatedShadowProjection < 5 > , TEXT ( " ShadowProjectionPixelShader " ) , TEXT ( " Main " ) , SF_Pixel ) ;
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// with different quality levels
IMPLEMENT_SHADER_TYPE ( template < > , TShadowProjectionFromTranslucencyPS < 1 > , TEXT ( " ShadowProjectionPixelShader " ) , TEXT ( " Main " ) , SF_Pixel ) ;
IMPLEMENT_SHADER_TYPE ( template < > , TShadowProjectionFromTranslucencyPS < 2 > , TEXT ( " ShadowProjectionPixelShader " ) , TEXT ( " Main " ) , SF_Pixel ) ;
IMPLEMENT_SHADER_TYPE ( template < > , TShadowProjectionFromTranslucencyPS < 3 > , TEXT ( " ShadowProjectionPixelShader " ) , TEXT ( " Main " ) , SF_Pixel ) ;
IMPLEMENT_SHADER_TYPE ( template < > , TShadowProjectionFromTranslucencyPS < 4 > , TEXT ( " ShadowProjectionPixelShader " ) , TEXT ( " Main " ) , SF_Pixel ) ;
IMPLEMENT_SHADER_TYPE ( template < > , TShadowProjectionFromTranslucencyPS < 5 > , TEXT ( " ShadowProjectionPixelShader " ) , TEXT ( " Main " ) , SF_Pixel ) ;
// Implement a pixel shader for rendering one pass point light shadows with different quality levels
IMPLEMENT_SHADER_TYPE ( template < > , TOnePassPointShadowProjectionPS < 1 > , TEXT ( " ShadowProjectionPixelShader " ) , TEXT ( " MainOnePassPointLightPS " ) , SF_Pixel ) ;
IMPLEMENT_SHADER_TYPE ( template < > , TOnePassPointShadowProjectionPS < 2 > , TEXT ( " ShadowProjectionPixelShader " ) , TEXT ( " MainOnePassPointLightPS " ) , SF_Pixel ) ;
IMPLEMENT_SHADER_TYPE ( template < > , TOnePassPointShadowProjectionPS < 3 > , TEXT ( " ShadowProjectionPixelShader " ) , TEXT ( " MainOnePassPointLightPS " ) , SF_Pixel ) ;
IMPLEMENT_SHADER_TYPE ( template < > , TOnePassPointShadowProjectionPS < 4 > , TEXT ( " ShadowProjectionPixelShader " ) , TEXT ( " MainOnePassPointLightPS " ) , SF_Pixel ) ;
IMPLEMENT_SHADER_TYPE ( template < > , TOnePassPointShadowProjectionPS < 5 > , TEXT ( " ShadowProjectionPixelShader " ) , TEXT ( " MainOnePassPointLightPS " ) , SF_Pixel ) ;
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void StencilingGeometry : : DrawSphere ( FRHICommandList & RHICmdList )
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{
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RHICmdList . SetStreamSource ( 0 , StencilingGeometry : : GStencilSphereVertexBuffer . VertexBufferRHI , sizeof ( FVector4 ) , 0 ) ;
RHICmdList . DrawIndexedPrimitive ( StencilingGeometry : : GStencilSphereIndexBuffer . IndexBufferRHI , PT_TriangleList , 0 , 0 ,
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StencilingGeometry : : GStencilSphereVertexBuffer . GetVertexCount ( ) , 0 ,
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StencilingGeometry : : GStencilSphereIndexBuffer . GetIndexCount ( ) / 3 , 1 ) ;
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}
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void StencilingGeometry : : DrawVectorSphere ( FRHICommandList & RHICmdList )
{
RHICmdList . SetStreamSource ( 0 , StencilingGeometry : : GStencilSphereVectorBuffer . VertexBufferRHI , sizeof ( FVector ) , 0 ) ;
RHICmdList . DrawIndexedPrimitive ( StencilingGeometry : : GStencilSphereIndexBuffer . IndexBufferRHI , PT_TriangleList , 0 , 0 ,
StencilingGeometry : : GStencilSphereVectorBuffer . GetVertexCount ( ) , 0 ,
StencilingGeometry : : GStencilSphereIndexBuffer . GetIndexCount ( ) / 3 , 1 ) ;
}
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void StencilingGeometry : : DrawCone ( FRHICommandList & RHICmdList )
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{
// No Stream Source needed since it will generate vertices on the fly
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RHICmdList . SetStreamSource ( 0 , StencilingGeometry : : GStencilConeVertexBuffer . VertexBufferRHI , sizeof ( FVector4 ) , 0 ) ;
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2014-06-12 07:13:34 -04:00
RHICmdList . DrawIndexedPrimitive ( StencilingGeometry : : GStencilConeIndexBuffer . IndexBufferRHI , PT_TriangleList , 0 , 0 ,
2015-03-19 14:09:16 -04:00
FStencilConeIndexBuffer : : NumVerts , 0 , StencilingGeometry : : GStencilConeIndexBuffer . GetIndexCount ( ) / 3 , 1 ) ;
2014-03-14 14:13:41 -04:00
}
template < uint32 Quality >
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
static void SetShadowProjectionShaderTemplNew ( FRHICommandList & RHICmdList , FGraphicsPipelineStateInitializer & GraphicsPSOInit , int32 ViewIndex , const FViewInfo & View , const FProjectedShadowInfo * ShadowInfo , bool bMobileModulatedProjections )
2014-03-14 14:13:41 -04:00
{
if ( ShadowInfo - > bTranslucentShadow )
{
// Get the Shadow Projection Vertex Shader (with transforms)
2014-08-28 06:22:54 -04:00
FShadowProjectionVS * ShadowProjVS = View . ShaderMap - > GetShader < FShadowProjectionVS > ( ) ;
2014-03-14 14:13:41 -04:00
// Get the translucency pixel shader
2014-08-28 06:22:54 -04:00
FShadowProjectionPixelShaderInterface * ShadowProjPS = View . ShaderMap - > GetShader < TShadowProjectionFromTranslucencyPS < Quality > > ( ) ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
GraphicsPSOInit . BoundShaderState . VertexDeclarationRHI = GetVertexDeclarationFVector4 ( ) ;
GraphicsPSOInit . BoundShaderState . VertexShaderRHI = GETSAFERHISHADER_VERTEX ( ShadowProjVS ) ;
GraphicsPSOInit . BoundShaderState . PixelShaderRHI = GETSAFERHISHADER_PIXEL ( ShadowProjPS ) ;
SetGraphicsPipelineState ( RHICmdList , GraphicsPSOInit ) ;
2014-03-14 14:13:41 -04:00
// Set shader parameters
2014-06-05 16:38:54 -04:00
ShadowProjVS - > SetParameters ( RHICmdList , View , ShadowInfo ) ;
ShadowProjPS - > SetParameters ( RHICmdList , ViewIndex , View , ShadowInfo ) ;
2014-03-14 14:13:41 -04:00
}
else if ( ShadowInfo - > IsWholeSceneDirectionalShadow ( ) )
{
// Get the Shadow Projection Vertex Shader which does not use a transform
2014-08-28 06:22:54 -04:00
FShadowProjectionNoTransformVS * ShadowProjVS = View . ShaderMap - > GetShader < FShadowProjectionNoTransformVS > ( ) ;
2014-03-14 14:13:41 -04:00
// Get the Shadow Projection Pixel Shader for PSSM
if ( ShadowInfo - > CascadeSettings . FadePlaneLength > 0 )
{
// This shader fades the shadow towards the end of the split subfrustum.
2014-08-28 06:22:54 -04:00
FShadowProjectionPixelShaderInterface * ShadowProjPS = View . ShaderMap - > GetShader < TShadowProjectionPS < Quality , true > > ( ) ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
GraphicsPSOInit . BoundShaderState . VertexDeclarationRHI = GetVertexDeclarationFVector4 ( ) ;
GraphicsPSOInit . BoundShaderState . VertexShaderRHI = GETSAFERHISHADER_VERTEX ( ShadowProjVS ) ;
GraphicsPSOInit . BoundShaderState . PixelShaderRHI = GETSAFERHISHADER_PIXEL ( ShadowProjPS ) ;
SetGraphicsPipelineState ( RHICmdList , GraphicsPSOInit ) ;
2014-03-14 14:13:41 -04:00
2014-06-05 16:38:54 -04:00
ShadowProjPS - > SetParameters ( RHICmdList , ViewIndex , View , ShadowInfo ) ;
2014-03-14 14:13:41 -04:00
}
else
{
// Do not use the fade plane shader if the fade plane region length is 0 (avoids divide by 0).
2014-08-28 06:22:54 -04:00
FShadowProjectionPixelShaderInterface * ShadowProjPS = View . ShaderMap - > GetShader < TShadowProjectionPS < Quality , false > > ( ) ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
GraphicsPSOInit . BoundShaderState . VertexDeclarationRHI = GetVertexDeclarationFVector4 ( ) ;
GraphicsPSOInit . BoundShaderState . VertexShaderRHI = GETSAFERHISHADER_VERTEX ( ShadowProjVS ) ;
GraphicsPSOInit . BoundShaderState . PixelShaderRHI = GETSAFERHISHADER_PIXEL ( ShadowProjPS ) ;
SetGraphicsPipelineState ( RHICmdList , GraphicsPSOInit ) ;
2014-03-14 14:13:41 -04:00
2014-06-05 16:38:54 -04:00
ShadowProjPS - > SetParameters ( RHICmdList , ViewIndex , View , ShadowInfo ) ;
2014-03-14 14:13:41 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
ShadowProjVS - > SetParameters ( RHICmdList , View . ViewUniformBuffer ) ;
2014-03-14 14:13:41 -04:00
}
else
{
// Get the Shadow Projection Vertex Shader
2014-08-28 06:22:54 -04:00
FShadowProjectionVS * ShadowProjVS = View . ShaderMap - > GetShader < FShadowProjectionVS > ( ) ;
2014-03-14 14:13:41 -04:00
// Get the Shadow Projection Pixel Shader
// This shader is the ordinary projection shader used by point/spot lights.
Copying //UE4/Release-Staging-4.12 to //UE4/Main (Source: //UE4/Release-4.12 @ 2992821)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2992821 on 2016/05/27 by Max.Chen
Subway Sequencer: Add "Assets" and "Character" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992761 on 2016/05/27 by Max.Chen
Add assets from "Directories to Always Cook".
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992371 on 2016/05/26 by Dmitry.Rekman
Fix GUBP Tools node (UE-31378).
#jira UE-31378
#lockdown Josh.Adams
Change 2992279 on 2016/05/26 by Dmitry.Rekman
One more fix for UAT compilation failure (UE-31312).
- Make EnvVarsToXML target framework v4.5.
#lockdown Josh.Adams
#jira UE-31312
Change 2992060 on 2016/05/26 by Josh.Adams
- Reset PVRTC compression quality to default, so cooks don't take forever for IOS. We shipped with PVRTC Quality 4 for the App Store version. This is set in the Cooker Settings in the Project Settings window.
#lockdown cristina.riveron
#jira UE-31373
Change 2992009 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- System.Xml was spelled as System.XML.
#jira UE-31312
#lockdown Josh.Adams
Change 2991784 on 2016/05/26 by Martin.Wilson
Fix for RecalcRequiredBones crashing when there is no lod data
#jira UE-30028
#lockdown cristina.riveron
Change 2991744 on 2016/05/26 by Dmitry.Rekman
Fix Linux code project generation (UE-31322).
- Also fixes UE-31318 (not reopening when creating BP project).
- Apparently, we cannot reset all signals to default, this makes posix_spawn() fail after fork (child exits with 127).
- Added logging of child's return code.
#lockdown Josh.Adams
#jira UE-31322
#jira UE-31318
Change 2991448 on 2016/05/26 by Nick.Darnell
Disabling the logging in the git module that was added from the previous commit.
#jira UE-30781
#lockdown cristina.riveron
Change 2991352 on 2016/05/26 by Max.Chen
Subway Sequencer: Add "Sequencer" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2991121 on 2016/05/26 by Ben.Marsh
Fix ShooterGame warnings on XboxOne.
#lockdown cristina.riveron
Change 2991097 on 2016/05/26 by Nick.Darnell
PR #2386: Git Plugin: fix initialization of a new repository broken by new "migrate" support 4.12 (Contributed by SRombauts)
#jira UE-30781
#lockdown cristina.riveron
Change 2991095 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- Excludes UAT modules unsupported on the platform (e.g. TVOS).
#jira UE-31312
#lockdown Josh.Adams
Change 2990806 on 2016/05/25 by Michael.Gay
Last minute adjustments to SubwaySequencer shots.
Fixed Fade track on master and moved Event tracks to shots.
#jira UE-30804
#lockdown Cristina.Riveron
Change 2990739 on 2016/05/25 by Dan.Oconnor
Fix for transaction buffer failing to restore preview widget trees, these are regenerated post undo/redo and should not be tagged as transactional
#jira UE-31155
#lockdown cristina.riveron
Change 2990657 on 2016/05/25 by Dmitry.Rekman
Fix crash in mono when invoked by the engine (UE-31312).
- Reset signal mask on spawning a subprocess. We mask out all signals except explicitly handled, which does not play well with mono.
- See also https://answers.unrealengine.com/questions/420161/mono-process-crash.html
#jira UE-31312
#lockdown Josh.Adams
Change 2990564 on 2016/05/25 by Marc.Audy
Undo 4.12 change to DetachFromParent when AttachTo is called with a null parent.
#jira UE-00000
#lockdown Cristina.Riveron
Change 2990429 on 2016/05/25 by Max.Chen
Movie Capture: Fix initialization order warning. Follow up to CL #2990314
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990338 on 2016/05/25 by Zabir.Hoque
TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.
#jira UE-28838
#lockdown cristina.riveron
Change 2990314 on 2016/05/25 by Max.Chen
Movie Capture: Flush the viewport when grabbing frames. This fixes more frame accuracy issues.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990249 on 2016/05/25 by Max.Chen
Sequencer: Fix tick prerequisites getting removed on stop and not re-set on play. This fixes frame accuracies when rendering in a separate process.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990243 on 2016/05/25 by Lukasz.Furman
Fixed behavior tree observers not being applied correctly
#jira UE-31307
#lockdown Cristina.Riveron
Change 2990206 on 2016/05/25 by Daniel.Lamb
Make sure min number of threads in the large thread pool is at least 2.
#jira UE-31253
#lockdown Cristina.Riveron
Change 2990182 on 2016/05/25 by Max.Chen
Sequencer: Fix null ptr crash on trying to record from current player. This is a regression from the off by one frame fixes.
#jira UE-31304
#lockdown Nick.Penwarden
Change 2990124 on 2016/05/25 by Chris.Bunner
Avoid creating additional inline code fragment casting matching uniform types.
#lockdown cristina.riveron
#jira UE-29089
Change 2989978 on 2016/05/25 by Uriel.Doyon
Merged fix for issue with resolution scale in PostProcessVisualizeComplexity
#jira UE-29473
#lockdown cristina.riveron
Change 2989970 on 2016/05/25 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-31293 Added TestMaps Folder and moved all Non-Relevant Maps into it.
Change 2989911 on 2016/05/25 by Chris.Babcock
Remove warning about Android debugging since CodeWorks for Android Nsight supports VS2015
#jira UE-31292
#ue4
#android
#lockdown cristina.riveron
Change 2989898 on 2016/05/25 by Robert.Manuszewski
Splitting inline shader registration from serialization. Serialization can happen on the async loading thread but registration should only happen on the game thread. Removed a lot of critical section locks.
Reimplementing CL #2952596
#jira UE-29245
#lockdown Nick.Penwarden
Change 2989849 on 2016/05/25 by Max.Preussner
Sequencer: Fixed Crash when playing UMG sequence with audio tracks (UE-31289)
#jira UE-31289
#lockdown nick.penwarden
Change 2989793 on 2016/05/25 by Max.Chen
Sequencer: Change automated capture so it captures in response to a sequence update to fix off by one frames.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989792 on 2016/05/25 by Max.Chen
Sequencer: Put back setting MaxFPS when forcing fixed frame interval playback to fix motion blur in editor.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989774 on 2016/05/25 by Mike.Beach
Mirroring CL 2946932
Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue).
#lockdown cristina.riveron
#jira UE-26998
Change 2989765 on 2016/05/25 by Olaf.Piesche
Moivng CL 2967970 from Dev-Rendering - fix for
#jira UE-27297
#lockdown nick.penwarden
Change 2989481 on 2016/05/25 by Marc.Audy
Properly route AttachToComponent to SetupAttachment if called from the constructor
#jira UE-31055
#lockdown Cristina.Riveron
Change 2989369 on 2016/05/25 by Robert.Manuszewski
Don't create asset import data for archetype TileMap. Propagate component flags to TileMap if the component is an archetype.
#jira UE-31033
#lockdown Nick.Penwarden
Change 2988975 on 2016/05/24 by Max.Preussner
Sequencer: Fixed Cinematic Camera look at tool crashes on auto save (UE-31195)
#jira UE-31195
#lockdown nick.penwarden
Change 2988834 on 2016/05/24 by Max.Chen
Movie Capture: Crash fix - Protect against null encoding filter.
#jira UE-31233
#lockdown Nick.Penwarden
Change 2988764 on 2016/05/24 by Peter.Sauerbrei
fix for exception when deploying to tvOS from PC
#jira UE-30318
#lockdown cristina.riveron
Change 2988540 on 2016/05/24 by Jeff.Campeau
Disable incompatible OpenVR for Windows XP builds.
Gut SteamVR and SteamVRController for Windows XP builds (rely on OpenVR).
#lockdown Nick.Penwarden
#jira UE-30823
Change 2988491 on 2016/05/24 by Zak.Middleton
#ue4 - (4.12) Remove version check from serialization logic that fixes up stale transient properties. They would still loaded for archetypes and we always want to prevent that in the future.
#lockdown cristina.riveron
#jira UE-30625
Change 2988427 on 2016/05/24 by Aaron.McLeran
#jira UE-31028 Stop Quietest Concurrency does not remove the quietest sound
Fix is to not re-add the sound once its stopped due to max concurrency.
#tests ran the QA test map that demonstrated the problem
#lockdown cristina.riveron
Change 2988391 on 2016/05/24 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-30301 Rebuilt Ligthing for all Content Example Maps
Change 2988315 on 2016/05/24 by Allan.Bentham
Re-enabled FLUTBlenderPS on vulkan devices. (it's required for protostar)
#jira UE-31079
Change 2988227 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
Change missed in first checkin.
#Jira UE-30755
Change 2988200 on 2016/05/24 by Robert.Manuszewski
Assert if MaxObjectsInEditor or MaxObjectsInGame are too big and collide with EInternalObjectFlags
#jira UE-31218
Change 2988181 on 2016/05/24 by Peter.Sauerbrei
revert out the last fix and add more logging as I can't reproduce this bug
#jira UE-30813
Change 2988140 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
#Jira UE-30755
Change 2988081 on 2016/05/24 by Jamie.Dale
Better fix for UE-29651 that will also work with packages saved from a build without an engine version
There was no version bump for the change to FFormatArgumentData, but VER_UE4_K2NODE_VAR_REFERENCEGUIDS was added at almost the same time so testing that should handle the vast majority of packages that we have internally, and will handle all external packages.
#jira UE-29651
Change 2987964 on 2016/05/24 by Lee.Clark
Fix empty ENV path when compiling PS4 targets.
#jira UE-31210
Change 2987721 on 2016/05/23 by Dan.Oconnor
Reworking node validation change done in 2910382 so that nodes that are going to spawn other nodes in the expansion step are still validated.
#jira UE-31099
Change 2987696 on 2016/05/23 by Chris.Babcock
Update AndroidWorks 1R1 to CodeWorks for Android 1R4
#jira UEPLAT-1312
#ue4
#android
Change 2987624 on 2016/05/23 by Jeff.Campeau
Fix a define protection for WinXP stack walking support.
#jira UE-30823
Change 2987607 on 2016/05/23 by Jeff.Campeau
Windows Stack Walk fixed to work with Windows XP.
Use the ASCII calls where needed.
Symbol server is unsupported and is disabled when building for Windows XP.
#jira UE-30823
Change 2987593 on 2016/05/23 by Zak.Middleton
#ue4 - (4.12) Reject old serialized values of UMovementComponent::UpdatedComponent and UpdatedPrimitive that were saved before those were marked transient. Mark UPawnMovementComponent::PawnOwner and UCharacterMovementComponent::CharacterOwner as transient, and similarly reject old saved values.
#jira UE-30625
Change 2987548 on 2016/05/23 by Lukasz.Furman
Moved newly added gameplay debugger's code out of perception component
#jira UE-31090
Change 2987510 on 2016/05/23 by Lukasz.Furman
Restored perception category in old gameplay debugger tool
#jira UE-31090
Change 2987278 on 2016/05/23 by Ben.Marsh
Rocket: Add Mac GenerateProjectFiles.sh script into installed engine distro.
#jira UE-31109
Change 2987156 on 2016/05/23 by Chris.Babcock
Added GoogleVR to InstalledEngineFilters.ini
#jira UE-31186
#ue4
#android
Change 2987129 on 2016/05/23 by Mieszko.Zielinski
Fixed FNavigationFilterArea not zeroing its properties in default constuctor #UE4
#jira UE-31185
Change 2987100 on 2016/05/23 by Peter.Sauerbrei
fix for crash in DeploymentServer when attempting to copy a file with a space in the path or name
#jira UE-30813
Change 2987064 on 2016/05/23 by Dmitry.Rekman
PR #2164: [Linux] Fix clang '&&' within '||' error (Contributed by slonopotamus)
#jira UE-28537
Change 2987002 on 2016/05/23 by Aaron.McLeran
#jira UE-31036 Sound volume does not change when moving past the Non Focus Azimuth range if set to greater than 90 degrees
Fix was to remove the clamp on the dot-product
#tests ran test map with focus factors greater than 90 degrees
Change 2986880 on 2016/05/23 by Mark.Satterthwaite
Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
#jira UE-31124
Change 2986873 on 2016/05/23 by Lina.Halper
#fix issue with morphtarget importings for LODs
- this was caused by option not being set correctly
#jira: UE-30955
#code review: Alexis.Matte
Change 2986804 on 2016/05/23 by Taizyd.Korambayil
#jira UE-31132 Added Missing Function to Blueprint.
Change 2986801 on 2016/05/23 by Jamie.Dale
SSearchBox will now only delay text changes while it has focus
A text changed event when it doesn't have focus is usually triggered by code (rather than the user typing), so we need to process it immediately to avoid other operational ordering issues.
#jira UE-31101
Change 2986793 on 2016/05/23 by Martin.Wilson
Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). (brought from dev-rendering 2983747)
#Jira UE-31166
Change 2986772 on 2016/05/23 by Benn.Gallagher
Fixed montage single node instances with negative rate scales only repeating the final section when looping
#jira UE-31164
Change 2986766 on 2016/05/23 by Martin.Wilson
Fix for preview not updating when tranform curve flags are changed.
#Jira UE-31119
Change 2986569 on 2016/05/23 by Robert.Manuszewski
Making hang detection disabled bu default and an opt-in for games.
#jira UE-31151
Change 2986564 on 2016/05/23 by Martin.Wilson
Fix for being able to set montages on an anim track segment.
#jira UE-31039
Change 2986205 on 2016/05/21 by Zabir.Hoque
Add new instrumentation to bucketize why we are seeing device lost so often.
#jira UE-20434
Change 2986071 on 2016/05/20 by Dan.Oconnor
Fix for TRASHCLASS sneaking into property list when recompiling a blueprint that has a dependency that is dirty and requires bytecode recompilation of its dependencies. Make sure that the dirty blueprint itself is part of the bytecode recompilation process and make sure that blueprints compiled in this way are compiled after their parent classes
#jira UE-30411
Change 2986068 on 2016/05/20 by Dan.Oconnor
Fix for blueprint change/compile delegates leaking
#jira UE-31118
Change 2986044 on 2016/05/20 by Zabir.Hoque
Make OpenGL VB allocation support alignment (16 by default). Future work should expose this up through the RHI layers.
#CodeReview: Olaf.Piesche, Simon.Tovey
#jira UE-29231
Change 2985934 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
#jira UE-30710
Change 2985852 on 2016/05/20 by Max.Chen
Subway Sequencer: Remove level sequence editor from plugin list since it's on by default.
#jira UE-31106
Change 2985821 on 2016/05/20 by Phillip.Kavan
[UE-22874] Fix UObject duplication to preserve default subobjects created by the native class ctor when the root object is duplicated.
change summary:
- added FObjectDuplicationHelperMethods::GatherDefaultSubobjectsForDuplication()
- modified StaticDuplicateObjectEx() to map default subobjects created in the duplicated root object's ctor before entering the serialization pass. this preserves those instances instead of causing StaticConstructObject to destroy/recreate them during serialization as part of the UObject reference duplication logic.
#jira UE-22874
Change 2985750 on 2016/05/20 by Michael.Gay
Default Game map set to SubwaySequencer_P
#jira UE-31108
Change 2985660 on 2016/05/20 by Michael.Gay
Removing unused track animation
#jira UE-30804
Change 2985349 on 2016/05/20 by Dan.Oconnor
Fix for crash that occurs when repeatedly pasting and undoing an object with subobjects. We were not clearing the internal flags when recycling an object
#jira UE-30954
Change 2985346 on 2016/05/20 by Leslie.Nivison
Updating 4.12 credit
#jira UEPROD-820
Change 2985297 on 2016/05/20 by Jamie.Dale
Fixed VS version detection
It was checking the file version (which is 12), rather than the VS version (which is 12 for 2013, and 14 for 2015).
#jira UE-30977
Change 2985233 on 2016/05/20 by Gareth.Martin
Fixed crash when building lighting when using "Use Landscape Lightmap" on landscape grass
#jira UE-30975
Change 2985184 on 2016/05/20 by Chris.Babcock
Move audio warning to show proper error result code
#jira UE-31085
#ue4
#android
Change 2985183 on 2016/05/20 by Chad.Taylor
GoogleVR disabled by default
#jira UE-30921
Change 2985145 on 2016/05/20 by Jack.Porter
Fix for precision issue causing blocky landscape LOD on iPad Pro and several other iOS devices
#jira UE-24792
Change 2985124 on 2016/05/20 by Alex.Delesky
#jira UE-29794
If the editor cannot find the SSL DLLs when enabling the Perforce source control plugin, it will now display a warning in the Source Control log instead of crashing.
Change 2985066 on 2016/05/20 by Lee.Clark
Fix r.SelectiveBasePassOutputs so that it defaults to off
#jira UE-30133
Change 2985063 on 2016/05/20 by Allan.Bentham
Fix for modulated shadow precision issues on low end android hardware.
#jira UE-29083
Change 2985061 on 2016/05/20 by Max.Chen
Viewport: Fix crash when the viewport widget is null.
#jira UE-31050
Change 2985059 on 2016/05/20 by Rolando.Caloca
UE4.12 - Workaround for crash trying to track down other crash
#jira UE-30875
Change 2984876 on 2016/05/20 by Richard.TalbotWatkin
Made SceneOutliner visibility code safer, to avoid a potential crash.
#jira UE-30831 - [CrashReport] UE4Editor_SceneOutliner!SceneOutliner::FGetVisibilityVisitor::RecurseChildren() [sceneoutlinergutter.cpp:24]
Change 2984873 on 2016/05/20 by Richard.TalbotWatkin
Clipped selection box bounds in Matinee viewport to prevent crash when reading outside of the viewport area.
#jira UE-30968 - Ctrl+Alt selection drag inside to outside of Matinee window will crash the editor
Change 2984844 on 2016/05/20 by Matthew.Griffin
Fixing compile error in mono games
Change 2984825 on 2016/05/20 by Robert.Manuszewski
When the application crashes becaused the GPU driver was disabled, make sure the CrashReporterClient window gets the updated screen metrics after the driver is restored.
#jira UE-30556
Change 2984693 on 2016/05/20 by Phillip.Kavan
[UE-30495] Fix BP editor crash on component rename following undo of component add action.
change summary:
- modified USimpleConstructionScript::CreateNode() to create the initial component template object in the transient package, so that subsequent undo actions restore to that state rather than to a valid BPGC-owned state.
- modified StaticConstructObject_Internal() to restore the inclusion of RF_ArchetypeObject-flagged objects in the logic that sets new objects to 'PendingKill' state before recording them into the transaction buffer. this ensures that they can be GC'd when construction is undone in the editor. Tested against sample/repro steps in UE-21240 to ensure that it no longer crashes even with the original change from CL# 2832225 reverted (that fix has since been superceded).
#jira UE-30495
Change 2984684 on 2016/05/20 by Phillip.Kavan
[UE-30852] Fix BPGC custom property list delta generation & post-construct initialization/serialization to properly handle array values that differ from default in length but not inner element values.
change summary:
- modified UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction()/BuildCustomArrayPropertyListForPostConstruction() to return a boolean value indicating whether or not a delta value was detected.
- modified UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() and FBlueprintEditorUtils::BuildComponentInstancingData() to ensure that array properties are emitted to delta property lists if the size differs from default, even if none of the elements actually differ from the default value
- removed the ensure() for the array property case in FObjectInitializer::InitPropertiesFromCustomList(), as it is now a valid case to encounter an array property delta value without any actual delta element value overrides following it in the custom property stream
- restored the bCanUsePostConstructLink optimization for non-native class types in FObjectInitializer::InitProperties()
- modified UArrayProperty::SerializeItem() for the ArUseCustomPropertyList case to not empty the array when a resize is needed on load (read) - this fixes an edge case in the cooked BP component data stream when array size differed from default but only one or more of the inner values actually differed, in which case all the array slots were being reset (constructed/zeroed) but only the overridden value was being serialized (loaded) from the template data stream
#jira UE-30852
Change 2984651 on 2016/05/19 by Zabir.Hoque
Forcing GoogleVR plugin to disabled by default since its causing even non HDM machines to render split foveated viewports.
#CodeReview: Chad.Taylor, Nick.Whiting
#jira UE-30921
Change 2984636 on 2016/05/19 by Zabir.Hoque
Explicitly store the cubemap resolution in encoded reflection data.
#CodeReview Daniel.Wright, Marcus.Wassmer
#jira UE-30341
Change 2984454 on 2016/05/19 by Rolando.Caloca
UE4.12 - Fix for vulkan failing to load shader
Integration mirroring changelist 2984432
#jira UE-28140
Change 2984452 on 2016/05/19 by Marcus.Wassmer
#jira UE-31054
Remove autocompletion for ToggleRHIThread and ShowMaterialDrawEvents as they no longer do anything
Change 2984415 on 2016/05/19 by Dan.Oconnor
Fix for crash when we fail to spawn the preview actor because the desired class is deprecated
#jira UE-31027
Change 2984376 on 2016/05/19 by Dan.Oconnor
Fix for regression in GetClassDefaults - we were not handling the 'None' case
#jira UE-31034
Change 2984316 on 2016/05/19 by Aaron.McLeran
#jira UE-31049 Updating the Oculus Audio SDK to vs 1.02
#tests Ran updated SDK in several test maps, confirmed HRTF spatialization is working.
Change 2984315 on 2016/05/19 by Lina.Halper
Fix issue with importing morphtarget LOD when it's missing between
#jira: UE-30949
Change 2984237 on 2016/05/19 by Dan.Oconnor
Fix for ensure/possible stale memory access in UpdateOverlaps
#jira UE-30919
Change 2984170 on 2016/05/19 by Max.Chen
Movie Capture: Another pass at texture streaming fix for movie capture.
#jira UE-30986
Change 2984134 on 2016/05/19 by Chad.Taylor
Mac compiler warning fix
#jira UE-30921
Change 2983903 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30562 Replaced cube With BSP for Floor
Change 2983840 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30979 Fixed Typo in one of the Stands
Change 2983662 on 2016/05/19 by Ben.Marsh
GitHub: Add an exception to allow GoogleVR files to be mirrored to GitHub
Change 2983653 on 2016/05/19 by Chris.Bunner
Modifed previous change to fixup incorrect ensures.
#jira UE-30877
Change 2983599 on 2016/05/19 by Chris.Bunner
Added ensure and null ptr check to canvas flush.
#jira UE-30877
Change 2983596 on 2016/05/19 by Chad.Taylor
FluffyBunny
#jira UE-30921
Change 2983534 on 2016/05/19 by Brian.Karis
4.12 fix per pixel translucency
#jira UE-30902
Change 2983530 on 2016/05/19 by Chris.Babcock
Broadcast EMediaEvent::MediaOpened when media opened successfully
#jira UE-31006
#ue4
#android
Change 2983427 on 2016/05/19 by Richard.TalbotWatkin
Conflated "Import" and "Import Scene" in the File menu; the new action is called "Import Into Level". Limited the allowed file types to .t3d and .fbx.
#jira UE-30891 - CRASH: Editor crashes when Importing Actors via File > Import
Change 2983386 on 2016/05/19 by Michael.Gay
minor last tweaks
#jira UE-30804
Change 2983280 on 2016/05/19 by Gil.Gribb
UE4 - Fixed crash in FHierarchicalStaticMeshSceneProxy related to reflection captures and foliage.
#jira UE-30837
Change 2983079 on 2016/05/18 by Max.Chen
Movie Capture: Fix so that texture streaming option for movie capture is set when capturing in editor.
#jira UE-30986
Change 2983078 on 2016/05/18 by Dmitriy.Dyomin
Added more logging to track UE-30878
#jira UE-30878
Change 2983067 on 2016/05/18 by Dmitriy.Dyomin
Fixed: Mobile HDR Path doesn't work on GearVR
#jira UE-11846
Change 2983049 on 2016/05/18 by Max.Chen
Movie Capture: Fix crash on movie rendering when in HDR mode.
#jira UE-30978
Change 2982825 on 2016/05/18 by Mark.Satterthwaite
Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
#jira UE-30710
Change 2982697 on 2016/05/18 by Marc.Audy
Fix Orion DataProvider use of AddReferencedObjects in light of CL# 2982607
#jira UE-00000
Change 2982546 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30862 resaved A bunc hof assets to Fix to attempt to fix Build Warnings
Change 2982533 on 2016/05/18 by Daniel.Lamb
When you package if you haven't saved the changes will not be reflected in the game.
#jira UE-30904
Change 2982415 on 2016/05/18 by Marc.Audy
Bring forgotten 4.11 CL# 2928377 to 4.12
Ensure that the compiler will throw an error when passing a non-UObject* TArray to AddReferencedObjects
#jira UE-28933
Change 2982358 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30546 Updated TP_VehicleAdvPawn Chase Camera Location
Change 2982280 on 2016/05/18 by Martin.Mittring
UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project
#jira:UE-26409
Change 2982229 on 2016/05/18 by Max.Chen
Sequencer: Add tick prerequisites so that the level sequence actor ticks before all of the actors that it controls. This fixes some inconsistencies in the movie rendered frames not matching what's in editor.
#jira UE-30755
Change 2982080 on 2016/05/18 by Max.Chen
Sequence Recorder: Fix crash when component class to record is null.
#jira UE-30944
Change 2982041 on 2016/05/18 by Marcus.Wassmer
Protect against crashes reading from a null texture.
#jira UE-30834
Change 2981915 on 2016/05/18 by Allan.Bentham
Do not mosaic encode for modulate blend operations.
Fixes dark 'halos' around mod shadows.
#jira UE-29083
Change 2981911 on 2016/05/18 by michael.gay
Set framing in sequencer, set start to 200
#jira UE-30633
Change 2981904 on 2016/05/18 by Chase.McAllister
#jira UE-30943 Removing unused asset to fix DDC compiling bug
Change 2981894 on 2016/05/18 by Michael.Gay
removed old cameras, changed start frame to remove black at head of sequence
#jira UE-30633
Change 2981827 on 2016/05/18 by Gareth.Martin
Fixed crash when entering landscape mode while a landscape is selected while simulating
- Landscape infos no longer get created for PIE/Simulate landscapes (they were empty anyway)
#jira UE-30917
Change 2981725 on 2016/05/18 by Keith.Judge
Xbox One - Fix issues with DFAO/DF Shadowing. Problems were in RHIUpdateTexture3D(). Needed to ensure temp texture had the correct bind flags, etc, and also use the graphics context rather than the DMA context to do the copying, as for some reason the DMA engine corrupts some pixels of the distance field atlas texture.
#jira UE-27591
Change 2981466 on 2016/05/17 by Max.Chen
Merge from Chris Bunner from Dev-SequencerGDC - Frame state fixes when Sequencer is paused; No velocity in AA, Clamp motion blur scale, Clamp to scatter blur method.
#jira UE-30576
Change 2981403 on 2016/05/17 by Dan.Oconnor
Fix for overzealous filtering of classes with Within markup
#jira UE-29878
Change 2981342 on 2016/05/17 by Dan.Oconnor
Removing overzealous check. In Dev-BP this has already been downgraded to an ensure, but no reason to ensure now that we understand why it happens.
#jira UE-30792
Change 2981318 on 2016/05/17 by Max.Preussner
Sequencer: Fixed crash when scrubbing attached audio tracks; reduced nesting (UE-30923)
#jira: UE-30923
Change 2981221 on 2016/05/17 by Dan.Oconnor
Preventing spawning components with 'Within' markup specified, it is unsupported by the SCSEditor and Core UObject logic at this time. Likely logic is CoreUObject needs to avoid type checking for RF_ArchetypeObject instances and the SCSEditor needs to be more consistent about using that flag on its template objects
#jira UE-29878
Change 2981169 on 2016/05/17 by Marc.Audy
Gracefully handle invalid GameSingleton class name in ini file
Remove unused DefaultPreviewPawnClass and ClassName from Engine
#jira UE-30829
Change 2981104 on 2016/05/17 by Mieszko.Zielinski
Made AISenses not send information to listeners that are not registered for given sense #UE4
#jira UE-29939
Change 2981086 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30568 Added a check to make sure index being accessed was valid (BP_DemoRoom)
Change 2980755 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30706 Set material to use Translucent Blend
Change 2980753 on 2016/05/17 by Jon.Nabozny
Initialize FBox used to store result for CalculateQuatACF96Bounds (bump from //UE4/Dev-Framework).
#JIRA UE-30846
Change 2980682 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30570, UE-30575 Corrected Some Spellings
Change 2980559 on 2016/05/17 by Mieszko.Zielinski
Changed UNavigationSystem.AgentToNavDataMap to store weak object pointers rather than raw painters #UE4
This should make it immune to navigation data beging destroyed and not removed from AgentToNavDataMap.
#jira UE-30836
Change 2980504 on 2016/05/17 by Daniel.Wright
Integrate - Movable skylight now matches stationary for subsurface shading models
* Two sided was broken in 4.11, Subsurface had never been handled
#jira UE-30855
Change 2980467 on 2016/05/17 by Jamie.Dale
Added some checks to avoid temporary worlds being added as favorites
#jira UE-30613
Change 2980379 on 2016/05/17 by Jurre.deBaare
Fix for static mesh merging, little too eager with changes.
#jira UE-30808
Change 2980373 on 2016/05/17 by Gareth.Martin
Fixed shader compile errors when applying a speedtree material to a landscape spline
#jira UE-25820
Change 2980318 on 2016/05/17 by Gareth.Martin
Fixed crash when calling EditorApplySpline with a null spline component
Also stopped it doing anything in PIE (it's for blutilities, not runtime)
#jira UE-30830
Change 2980300 on 2016/05/17 by Marc.Audy
Treat Unreachable components the same as BeginDestroyed for endplay/cleanup purposes
#jira UE-30839
Change 2980298 on 2016/05/17 by Gareth.Martin
Fixed crash when loading landscape projects that used tessellation
#jira UE-30742
Change 2980296 on 2016/05/17 by Martin.Wilson
Fix crash accessing sync names from a child anim bp
#jira UE-30811
Change 2980289 on 2016/05/17 by Jurre.deBaare
Fix for regression with merge actor tab
#jira UE-30809
Change 2980272 on 2016/05/17 by Ori.Cohen
Make sure that root components do not get attached to non root components in the same actor. Fixes crash in scene outliner and other weird issues.
#JIRA UE-30876
Change 2980206 on 2016/05/17 by Keith.Judge
Xbox One - Bit the bullet and rewrote the occlusion query buffer handling so that we're not reliant on a finite ring buffer. Instead, each query has a small buffer of its own. removing the dependency of ordering when reading back the results. This should save memory on smaller maps too!
#jira UE-30581
#jira UEPLAT-623
Change 2980094 on 2016/05/17 by Matthew.Griffin
Added OSVR dlls to InstalledEngineFilters.ini so that they are included in Launcher build even though the plugin is disabled by default
#jira UE-30611
Change 2979935 on 2016/05/17 by Aaron.Herzog
#jira UE-30619 updating owen sk mesh with proper morph
Change 2979816 on 2016/05/16 by Chad.Taylor
Fix to address a crash related to multiple player VR Preview
#jira UE-20109
Change 2979744 on 2016/05/16 by Mike.Beach
Disabling Blueprint spawning, InitProperties() optimization until we can figure out why it is not filling out array properties properly.
#jira UE-30745
Change 2979743 on 2016/05/16 by Mike.Beach
Mirroring CL 2977497
Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties).
#jira UE-26392
Change 2979544 on 2016/05/16 by Daniel.Wright
Fixed crash with RTDF shadows when r.DistanceFieldAO was disabled
#jira UE-26319
Change 2979477 on 2016/05/16 by michael.gay
Remove errant Play Rate track.
#jira UE-30633
Change 2979464 on 2016/05/16 by Mark.Satterthwaite
Duplicate CL #2945444: Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn.
#jira UE-30849
Change 2979441 on 2016/05/16 by Rolando.Caloca
UE4.12 - vk - Fix quitting taking a long time
#jira UE-28239
Change 2979315 on 2016/05/16 by Michael.Trepka
Rollback //UE4/Release-4.12/Engine/Source/Programs/UnrealBuildTool/System/XcodeProject.cs to revision 1
#jira UE-28016
Change 2979304 on 2016/05/16 by Jamie.Dale
Backing out some changes from CL# 2976673
These caused an issue with Slate hit-testing. The more correct fix here is to make the Slate Windows OS layer treat window positions as relative to the top-left of the window client area, rather than relative to the top-left of the window itself (which includes the OS border). This now matches what other platforms do.
To this end, FWindowsWindow::Initialize, FWindowsWindow::MoveWindowTo, and FWindowsWindow::ReshapeWindow all now consider the given window position to be relative to the window client area, and will consistently adjust it to relative to the window before moving/creating the OS window. This only impacts windows with OS borders (aka, non-fullscreen and non-Slate drawn windows).
#jira UE-30276
#jira UE-30677
#jira UE-30771
Change 2979077 on 2016/05/16 by Maciej.Mroz
#jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone
merged from 2979069
Change 2979052 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving Maps to fix project warning
Change 2978984 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving start video assests that contained empty engine version
Change 2978806 on 2016/05/16 by Mieszko.Zielinski
Fixed EQS tests' scoring equation value getting reset on load #UE4
#jira UE-30470
Change 2978670 on 2016/05/16 by Max.Preussner
Media: Workaround for changing Media asset path can cause crash (UE-22691)
#jira: UE-22691
Change 2978638 on 2016/05/16 by Michael.Gay
Cleanup of old maps in SubwaySequencer project
#jira UE-30633
Change 2978636 on 2016/05/16 by Jamie.Dale
Added guard against a crash navigating through a menu
#jira UE-30698
Change 2978611 on 2016/05/16 by Lee.Clark
PS4 - Fix RenderTargetOutputFormat using the wrong output index for velocity rendering when using r.BasePassOutputsVelocity=True
#jira UE-30133
Change 2978596 on 2016/05/16 by Allan.Bentham
Extend iOS metal Z bias offset to all iOS (metal+gles) depth only shaders.
#jira UE-27530
Change 2978566 on 2016/05/16 by Jamie.Dale
Downgraded some checks to ensures and added more logging
#jira UE-30613
Change 2978399 on 2016/05/16 by Keith.Judge
Xbox One - Fix check() firing when we run out of occlusion buffer space. Also added occlusion query result caching (perf gain!).
#jira UE-30581
Change 2978323 on 2016/05/16 by Jurre.deBaare
Merge actor panel crashes when selecting a mesh component without static mesh
#fix display 'No Static Mesh' when none is available
#jira UE-30809
Change 2978322 on 2016/05/16 by Jurre.deBaare
Issue with merging meshes resulting data saved across different LOD levels
#fix use correct target LOD index for all source LODs
#jira UE-30808
#lockdown Nick.Penwarden
[CL 2999693 by Ben Marsh in Main branch]
2016-06-03 11:49:20 -04:00
FShadowProjectionPixelShaderInterface * ShadowProjPS ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
if ( bMobileModulatedProjections )
Copying //UE4/Release-Staging-4.12 to //UE4/Main (Source: //UE4/Release-4.12 @ 2992821)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2992821 on 2016/05/27 by Max.Chen
Subway Sequencer: Add "Assets" and "Character" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992761 on 2016/05/27 by Max.Chen
Add assets from "Directories to Always Cook".
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992371 on 2016/05/26 by Dmitry.Rekman
Fix GUBP Tools node (UE-31378).
#jira UE-31378
#lockdown Josh.Adams
Change 2992279 on 2016/05/26 by Dmitry.Rekman
One more fix for UAT compilation failure (UE-31312).
- Make EnvVarsToXML target framework v4.5.
#lockdown Josh.Adams
#jira UE-31312
Change 2992060 on 2016/05/26 by Josh.Adams
- Reset PVRTC compression quality to default, so cooks don't take forever for IOS. We shipped with PVRTC Quality 4 for the App Store version. This is set in the Cooker Settings in the Project Settings window.
#lockdown cristina.riveron
#jira UE-31373
Change 2992009 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- System.Xml was spelled as System.XML.
#jira UE-31312
#lockdown Josh.Adams
Change 2991784 on 2016/05/26 by Martin.Wilson
Fix for RecalcRequiredBones crashing when there is no lod data
#jira UE-30028
#lockdown cristina.riveron
Change 2991744 on 2016/05/26 by Dmitry.Rekman
Fix Linux code project generation (UE-31322).
- Also fixes UE-31318 (not reopening when creating BP project).
- Apparently, we cannot reset all signals to default, this makes posix_spawn() fail after fork (child exits with 127).
- Added logging of child's return code.
#lockdown Josh.Adams
#jira UE-31322
#jira UE-31318
Change 2991448 on 2016/05/26 by Nick.Darnell
Disabling the logging in the git module that was added from the previous commit.
#jira UE-30781
#lockdown cristina.riveron
Change 2991352 on 2016/05/26 by Max.Chen
Subway Sequencer: Add "Sequencer" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2991121 on 2016/05/26 by Ben.Marsh
Fix ShooterGame warnings on XboxOne.
#lockdown cristina.riveron
Change 2991097 on 2016/05/26 by Nick.Darnell
PR #2386: Git Plugin: fix initialization of a new repository broken by new "migrate" support 4.12 (Contributed by SRombauts)
#jira UE-30781
#lockdown cristina.riveron
Change 2991095 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- Excludes UAT modules unsupported on the platform (e.g. TVOS).
#jira UE-31312
#lockdown Josh.Adams
Change 2990806 on 2016/05/25 by Michael.Gay
Last minute adjustments to SubwaySequencer shots.
Fixed Fade track on master and moved Event tracks to shots.
#jira UE-30804
#lockdown Cristina.Riveron
Change 2990739 on 2016/05/25 by Dan.Oconnor
Fix for transaction buffer failing to restore preview widget trees, these are regenerated post undo/redo and should not be tagged as transactional
#jira UE-31155
#lockdown cristina.riveron
Change 2990657 on 2016/05/25 by Dmitry.Rekman
Fix crash in mono when invoked by the engine (UE-31312).
- Reset signal mask on spawning a subprocess. We mask out all signals except explicitly handled, which does not play well with mono.
- See also https://answers.unrealengine.com/questions/420161/mono-process-crash.html
#jira UE-31312
#lockdown Josh.Adams
Change 2990564 on 2016/05/25 by Marc.Audy
Undo 4.12 change to DetachFromParent when AttachTo is called with a null parent.
#jira UE-00000
#lockdown Cristina.Riveron
Change 2990429 on 2016/05/25 by Max.Chen
Movie Capture: Fix initialization order warning. Follow up to CL #2990314
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990338 on 2016/05/25 by Zabir.Hoque
TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.
#jira UE-28838
#lockdown cristina.riveron
Change 2990314 on 2016/05/25 by Max.Chen
Movie Capture: Flush the viewport when grabbing frames. This fixes more frame accuracy issues.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990249 on 2016/05/25 by Max.Chen
Sequencer: Fix tick prerequisites getting removed on stop and not re-set on play. This fixes frame accuracies when rendering in a separate process.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990243 on 2016/05/25 by Lukasz.Furman
Fixed behavior tree observers not being applied correctly
#jira UE-31307
#lockdown Cristina.Riveron
Change 2990206 on 2016/05/25 by Daniel.Lamb
Make sure min number of threads in the large thread pool is at least 2.
#jira UE-31253
#lockdown Cristina.Riveron
Change 2990182 on 2016/05/25 by Max.Chen
Sequencer: Fix null ptr crash on trying to record from current player. This is a regression from the off by one frame fixes.
#jira UE-31304
#lockdown Nick.Penwarden
Change 2990124 on 2016/05/25 by Chris.Bunner
Avoid creating additional inline code fragment casting matching uniform types.
#lockdown cristina.riveron
#jira UE-29089
Change 2989978 on 2016/05/25 by Uriel.Doyon
Merged fix for issue with resolution scale in PostProcessVisualizeComplexity
#jira UE-29473
#lockdown cristina.riveron
Change 2989970 on 2016/05/25 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-31293 Added TestMaps Folder and moved all Non-Relevant Maps into it.
Change 2989911 on 2016/05/25 by Chris.Babcock
Remove warning about Android debugging since CodeWorks for Android Nsight supports VS2015
#jira UE-31292
#ue4
#android
#lockdown cristina.riveron
Change 2989898 on 2016/05/25 by Robert.Manuszewski
Splitting inline shader registration from serialization. Serialization can happen on the async loading thread but registration should only happen on the game thread. Removed a lot of critical section locks.
Reimplementing CL #2952596
#jira UE-29245
#lockdown Nick.Penwarden
Change 2989849 on 2016/05/25 by Max.Preussner
Sequencer: Fixed Crash when playing UMG sequence with audio tracks (UE-31289)
#jira UE-31289
#lockdown nick.penwarden
Change 2989793 on 2016/05/25 by Max.Chen
Sequencer: Change automated capture so it captures in response to a sequence update to fix off by one frames.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989792 on 2016/05/25 by Max.Chen
Sequencer: Put back setting MaxFPS when forcing fixed frame interval playback to fix motion blur in editor.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989774 on 2016/05/25 by Mike.Beach
Mirroring CL 2946932
Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue).
#lockdown cristina.riveron
#jira UE-26998
Change 2989765 on 2016/05/25 by Olaf.Piesche
Moivng CL 2967970 from Dev-Rendering - fix for
#jira UE-27297
#lockdown nick.penwarden
Change 2989481 on 2016/05/25 by Marc.Audy
Properly route AttachToComponent to SetupAttachment if called from the constructor
#jira UE-31055
#lockdown Cristina.Riveron
Change 2989369 on 2016/05/25 by Robert.Manuszewski
Don't create asset import data for archetype TileMap. Propagate component flags to TileMap if the component is an archetype.
#jira UE-31033
#lockdown Nick.Penwarden
Change 2988975 on 2016/05/24 by Max.Preussner
Sequencer: Fixed Cinematic Camera look at tool crashes on auto save (UE-31195)
#jira UE-31195
#lockdown nick.penwarden
Change 2988834 on 2016/05/24 by Max.Chen
Movie Capture: Crash fix - Protect against null encoding filter.
#jira UE-31233
#lockdown Nick.Penwarden
Change 2988764 on 2016/05/24 by Peter.Sauerbrei
fix for exception when deploying to tvOS from PC
#jira UE-30318
#lockdown cristina.riveron
Change 2988540 on 2016/05/24 by Jeff.Campeau
Disable incompatible OpenVR for Windows XP builds.
Gut SteamVR and SteamVRController for Windows XP builds (rely on OpenVR).
#lockdown Nick.Penwarden
#jira UE-30823
Change 2988491 on 2016/05/24 by Zak.Middleton
#ue4 - (4.12) Remove version check from serialization logic that fixes up stale transient properties. They would still loaded for archetypes and we always want to prevent that in the future.
#lockdown cristina.riveron
#jira UE-30625
Change 2988427 on 2016/05/24 by Aaron.McLeran
#jira UE-31028 Stop Quietest Concurrency does not remove the quietest sound
Fix is to not re-add the sound once its stopped due to max concurrency.
#tests ran the QA test map that demonstrated the problem
#lockdown cristina.riveron
Change 2988391 on 2016/05/24 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-30301 Rebuilt Ligthing for all Content Example Maps
Change 2988315 on 2016/05/24 by Allan.Bentham
Re-enabled FLUTBlenderPS on vulkan devices. (it's required for protostar)
#jira UE-31079
Change 2988227 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
Change missed in first checkin.
#Jira UE-30755
Change 2988200 on 2016/05/24 by Robert.Manuszewski
Assert if MaxObjectsInEditor or MaxObjectsInGame are too big and collide with EInternalObjectFlags
#jira UE-31218
Change 2988181 on 2016/05/24 by Peter.Sauerbrei
revert out the last fix and add more logging as I can't reproduce this bug
#jira UE-30813
Change 2988140 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
#Jira UE-30755
Change 2988081 on 2016/05/24 by Jamie.Dale
Better fix for UE-29651 that will also work with packages saved from a build without an engine version
There was no version bump for the change to FFormatArgumentData, but VER_UE4_K2NODE_VAR_REFERENCEGUIDS was added at almost the same time so testing that should handle the vast majority of packages that we have internally, and will handle all external packages.
#jira UE-29651
Change 2987964 on 2016/05/24 by Lee.Clark
Fix empty ENV path when compiling PS4 targets.
#jira UE-31210
Change 2987721 on 2016/05/23 by Dan.Oconnor
Reworking node validation change done in 2910382 so that nodes that are going to spawn other nodes in the expansion step are still validated.
#jira UE-31099
Change 2987696 on 2016/05/23 by Chris.Babcock
Update AndroidWorks 1R1 to CodeWorks for Android 1R4
#jira UEPLAT-1312
#ue4
#android
Change 2987624 on 2016/05/23 by Jeff.Campeau
Fix a define protection for WinXP stack walking support.
#jira UE-30823
Change 2987607 on 2016/05/23 by Jeff.Campeau
Windows Stack Walk fixed to work with Windows XP.
Use the ASCII calls where needed.
Symbol server is unsupported and is disabled when building for Windows XP.
#jira UE-30823
Change 2987593 on 2016/05/23 by Zak.Middleton
#ue4 - (4.12) Reject old serialized values of UMovementComponent::UpdatedComponent and UpdatedPrimitive that were saved before those were marked transient. Mark UPawnMovementComponent::PawnOwner and UCharacterMovementComponent::CharacterOwner as transient, and similarly reject old saved values.
#jira UE-30625
Change 2987548 on 2016/05/23 by Lukasz.Furman
Moved newly added gameplay debugger's code out of perception component
#jira UE-31090
Change 2987510 on 2016/05/23 by Lukasz.Furman
Restored perception category in old gameplay debugger tool
#jira UE-31090
Change 2987278 on 2016/05/23 by Ben.Marsh
Rocket: Add Mac GenerateProjectFiles.sh script into installed engine distro.
#jira UE-31109
Change 2987156 on 2016/05/23 by Chris.Babcock
Added GoogleVR to InstalledEngineFilters.ini
#jira UE-31186
#ue4
#android
Change 2987129 on 2016/05/23 by Mieszko.Zielinski
Fixed FNavigationFilterArea not zeroing its properties in default constuctor #UE4
#jira UE-31185
Change 2987100 on 2016/05/23 by Peter.Sauerbrei
fix for crash in DeploymentServer when attempting to copy a file with a space in the path or name
#jira UE-30813
Change 2987064 on 2016/05/23 by Dmitry.Rekman
PR #2164: [Linux] Fix clang '&&' within '||' error (Contributed by slonopotamus)
#jira UE-28537
Change 2987002 on 2016/05/23 by Aaron.McLeran
#jira UE-31036 Sound volume does not change when moving past the Non Focus Azimuth range if set to greater than 90 degrees
Fix was to remove the clamp on the dot-product
#tests ran test map with focus factors greater than 90 degrees
Change 2986880 on 2016/05/23 by Mark.Satterthwaite
Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
#jira UE-31124
Change 2986873 on 2016/05/23 by Lina.Halper
#fix issue with morphtarget importings for LODs
- this was caused by option not being set correctly
#jira: UE-30955
#code review: Alexis.Matte
Change 2986804 on 2016/05/23 by Taizyd.Korambayil
#jira UE-31132 Added Missing Function to Blueprint.
Change 2986801 on 2016/05/23 by Jamie.Dale
SSearchBox will now only delay text changes while it has focus
A text changed event when it doesn't have focus is usually triggered by code (rather than the user typing), so we need to process it immediately to avoid other operational ordering issues.
#jira UE-31101
Change 2986793 on 2016/05/23 by Martin.Wilson
Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). (brought from dev-rendering 2983747)
#Jira UE-31166
Change 2986772 on 2016/05/23 by Benn.Gallagher
Fixed montage single node instances with negative rate scales only repeating the final section when looping
#jira UE-31164
Change 2986766 on 2016/05/23 by Martin.Wilson
Fix for preview not updating when tranform curve flags are changed.
#Jira UE-31119
Change 2986569 on 2016/05/23 by Robert.Manuszewski
Making hang detection disabled bu default and an opt-in for games.
#jira UE-31151
Change 2986564 on 2016/05/23 by Martin.Wilson
Fix for being able to set montages on an anim track segment.
#jira UE-31039
Change 2986205 on 2016/05/21 by Zabir.Hoque
Add new instrumentation to bucketize why we are seeing device lost so often.
#jira UE-20434
Change 2986071 on 2016/05/20 by Dan.Oconnor
Fix for TRASHCLASS sneaking into property list when recompiling a blueprint that has a dependency that is dirty and requires bytecode recompilation of its dependencies. Make sure that the dirty blueprint itself is part of the bytecode recompilation process and make sure that blueprints compiled in this way are compiled after their parent classes
#jira UE-30411
Change 2986068 on 2016/05/20 by Dan.Oconnor
Fix for blueprint change/compile delegates leaking
#jira UE-31118
Change 2986044 on 2016/05/20 by Zabir.Hoque
Make OpenGL VB allocation support alignment (16 by default). Future work should expose this up through the RHI layers.
#CodeReview: Olaf.Piesche, Simon.Tovey
#jira UE-29231
Change 2985934 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
#jira UE-30710
Change 2985852 on 2016/05/20 by Max.Chen
Subway Sequencer: Remove level sequence editor from plugin list since it's on by default.
#jira UE-31106
Change 2985821 on 2016/05/20 by Phillip.Kavan
[UE-22874] Fix UObject duplication to preserve default subobjects created by the native class ctor when the root object is duplicated.
change summary:
- added FObjectDuplicationHelperMethods::GatherDefaultSubobjectsForDuplication()
- modified StaticDuplicateObjectEx() to map default subobjects created in the duplicated root object's ctor before entering the serialization pass. this preserves those instances instead of causing StaticConstructObject to destroy/recreate them during serialization as part of the UObject reference duplication logic.
#jira UE-22874
Change 2985750 on 2016/05/20 by Michael.Gay
Default Game map set to SubwaySequencer_P
#jira UE-31108
Change 2985660 on 2016/05/20 by Michael.Gay
Removing unused track animation
#jira UE-30804
Change 2985349 on 2016/05/20 by Dan.Oconnor
Fix for crash that occurs when repeatedly pasting and undoing an object with subobjects. We were not clearing the internal flags when recycling an object
#jira UE-30954
Change 2985346 on 2016/05/20 by Leslie.Nivison
Updating 4.12 credit
#jira UEPROD-820
Change 2985297 on 2016/05/20 by Jamie.Dale
Fixed VS version detection
It was checking the file version (which is 12), rather than the VS version (which is 12 for 2013, and 14 for 2015).
#jira UE-30977
Change 2985233 on 2016/05/20 by Gareth.Martin
Fixed crash when building lighting when using "Use Landscape Lightmap" on landscape grass
#jira UE-30975
Change 2985184 on 2016/05/20 by Chris.Babcock
Move audio warning to show proper error result code
#jira UE-31085
#ue4
#android
Change 2985183 on 2016/05/20 by Chad.Taylor
GoogleVR disabled by default
#jira UE-30921
Change 2985145 on 2016/05/20 by Jack.Porter
Fix for precision issue causing blocky landscape LOD on iPad Pro and several other iOS devices
#jira UE-24792
Change 2985124 on 2016/05/20 by Alex.Delesky
#jira UE-29794
If the editor cannot find the SSL DLLs when enabling the Perforce source control plugin, it will now display a warning in the Source Control log instead of crashing.
Change 2985066 on 2016/05/20 by Lee.Clark
Fix r.SelectiveBasePassOutputs so that it defaults to off
#jira UE-30133
Change 2985063 on 2016/05/20 by Allan.Bentham
Fix for modulated shadow precision issues on low end android hardware.
#jira UE-29083
Change 2985061 on 2016/05/20 by Max.Chen
Viewport: Fix crash when the viewport widget is null.
#jira UE-31050
Change 2985059 on 2016/05/20 by Rolando.Caloca
UE4.12 - Workaround for crash trying to track down other crash
#jira UE-30875
Change 2984876 on 2016/05/20 by Richard.TalbotWatkin
Made SceneOutliner visibility code safer, to avoid a potential crash.
#jira UE-30831 - [CrashReport] UE4Editor_SceneOutliner!SceneOutliner::FGetVisibilityVisitor::RecurseChildren() [sceneoutlinergutter.cpp:24]
Change 2984873 on 2016/05/20 by Richard.TalbotWatkin
Clipped selection box bounds in Matinee viewport to prevent crash when reading outside of the viewport area.
#jira UE-30968 - Ctrl+Alt selection drag inside to outside of Matinee window will crash the editor
Change 2984844 on 2016/05/20 by Matthew.Griffin
Fixing compile error in mono games
Change 2984825 on 2016/05/20 by Robert.Manuszewski
When the application crashes becaused the GPU driver was disabled, make sure the CrashReporterClient window gets the updated screen metrics after the driver is restored.
#jira UE-30556
Change 2984693 on 2016/05/20 by Phillip.Kavan
[UE-30495] Fix BP editor crash on component rename following undo of component add action.
change summary:
- modified USimpleConstructionScript::CreateNode() to create the initial component template object in the transient package, so that subsequent undo actions restore to that state rather than to a valid BPGC-owned state.
- modified StaticConstructObject_Internal() to restore the inclusion of RF_ArchetypeObject-flagged objects in the logic that sets new objects to 'PendingKill' state before recording them into the transaction buffer. this ensures that they can be GC'd when construction is undone in the editor. Tested against sample/repro steps in UE-21240 to ensure that it no longer crashes even with the original change from CL# 2832225 reverted (that fix has since been superceded).
#jira UE-30495
Change 2984684 on 2016/05/20 by Phillip.Kavan
[UE-30852] Fix BPGC custom property list delta generation & post-construct initialization/serialization to properly handle array values that differ from default in length but not inner element values.
change summary:
- modified UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction()/BuildCustomArrayPropertyListForPostConstruction() to return a boolean value indicating whether or not a delta value was detected.
- modified UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() and FBlueprintEditorUtils::BuildComponentInstancingData() to ensure that array properties are emitted to delta property lists if the size differs from default, even if none of the elements actually differ from the default value
- removed the ensure() for the array property case in FObjectInitializer::InitPropertiesFromCustomList(), as it is now a valid case to encounter an array property delta value without any actual delta element value overrides following it in the custom property stream
- restored the bCanUsePostConstructLink optimization for non-native class types in FObjectInitializer::InitProperties()
- modified UArrayProperty::SerializeItem() for the ArUseCustomPropertyList case to not empty the array when a resize is needed on load (read) - this fixes an edge case in the cooked BP component data stream when array size differed from default but only one or more of the inner values actually differed, in which case all the array slots were being reset (constructed/zeroed) but only the overridden value was being serialized (loaded) from the template data stream
#jira UE-30852
Change 2984651 on 2016/05/19 by Zabir.Hoque
Forcing GoogleVR plugin to disabled by default since its causing even non HDM machines to render split foveated viewports.
#CodeReview: Chad.Taylor, Nick.Whiting
#jira UE-30921
Change 2984636 on 2016/05/19 by Zabir.Hoque
Explicitly store the cubemap resolution in encoded reflection data.
#CodeReview Daniel.Wright, Marcus.Wassmer
#jira UE-30341
Change 2984454 on 2016/05/19 by Rolando.Caloca
UE4.12 - Fix for vulkan failing to load shader
Integration mirroring changelist 2984432
#jira UE-28140
Change 2984452 on 2016/05/19 by Marcus.Wassmer
#jira UE-31054
Remove autocompletion for ToggleRHIThread and ShowMaterialDrawEvents as they no longer do anything
Change 2984415 on 2016/05/19 by Dan.Oconnor
Fix for crash when we fail to spawn the preview actor because the desired class is deprecated
#jira UE-31027
Change 2984376 on 2016/05/19 by Dan.Oconnor
Fix for regression in GetClassDefaults - we were not handling the 'None' case
#jira UE-31034
Change 2984316 on 2016/05/19 by Aaron.McLeran
#jira UE-31049 Updating the Oculus Audio SDK to vs 1.02
#tests Ran updated SDK in several test maps, confirmed HRTF spatialization is working.
Change 2984315 on 2016/05/19 by Lina.Halper
Fix issue with importing morphtarget LOD when it's missing between
#jira: UE-30949
Change 2984237 on 2016/05/19 by Dan.Oconnor
Fix for ensure/possible stale memory access in UpdateOverlaps
#jira UE-30919
Change 2984170 on 2016/05/19 by Max.Chen
Movie Capture: Another pass at texture streaming fix for movie capture.
#jira UE-30986
Change 2984134 on 2016/05/19 by Chad.Taylor
Mac compiler warning fix
#jira UE-30921
Change 2983903 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30562 Replaced cube With BSP for Floor
Change 2983840 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30979 Fixed Typo in one of the Stands
Change 2983662 on 2016/05/19 by Ben.Marsh
GitHub: Add an exception to allow GoogleVR files to be mirrored to GitHub
Change 2983653 on 2016/05/19 by Chris.Bunner
Modifed previous change to fixup incorrect ensures.
#jira UE-30877
Change 2983599 on 2016/05/19 by Chris.Bunner
Added ensure and null ptr check to canvas flush.
#jira UE-30877
Change 2983596 on 2016/05/19 by Chad.Taylor
FluffyBunny
#jira UE-30921
Change 2983534 on 2016/05/19 by Brian.Karis
4.12 fix per pixel translucency
#jira UE-30902
Change 2983530 on 2016/05/19 by Chris.Babcock
Broadcast EMediaEvent::MediaOpened when media opened successfully
#jira UE-31006
#ue4
#android
Change 2983427 on 2016/05/19 by Richard.TalbotWatkin
Conflated "Import" and "Import Scene" in the File menu; the new action is called "Import Into Level". Limited the allowed file types to .t3d and .fbx.
#jira UE-30891 - CRASH: Editor crashes when Importing Actors via File > Import
Change 2983386 on 2016/05/19 by Michael.Gay
minor last tweaks
#jira UE-30804
Change 2983280 on 2016/05/19 by Gil.Gribb
UE4 - Fixed crash in FHierarchicalStaticMeshSceneProxy related to reflection captures and foliage.
#jira UE-30837
Change 2983079 on 2016/05/18 by Max.Chen
Movie Capture: Fix so that texture streaming option for movie capture is set when capturing in editor.
#jira UE-30986
Change 2983078 on 2016/05/18 by Dmitriy.Dyomin
Added more logging to track UE-30878
#jira UE-30878
Change 2983067 on 2016/05/18 by Dmitriy.Dyomin
Fixed: Mobile HDR Path doesn't work on GearVR
#jira UE-11846
Change 2983049 on 2016/05/18 by Max.Chen
Movie Capture: Fix crash on movie rendering when in HDR mode.
#jira UE-30978
Change 2982825 on 2016/05/18 by Mark.Satterthwaite
Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
#jira UE-30710
Change 2982697 on 2016/05/18 by Marc.Audy
Fix Orion DataProvider use of AddReferencedObjects in light of CL# 2982607
#jira UE-00000
Change 2982546 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30862 resaved A bunc hof assets to Fix to attempt to fix Build Warnings
Change 2982533 on 2016/05/18 by Daniel.Lamb
When you package if you haven't saved the changes will not be reflected in the game.
#jira UE-30904
Change 2982415 on 2016/05/18 by Marc.Audy
Bring forgotten 4.11 CL# 2928377 to 4.12
Ensure that the compiler will throw an error when passing a non-UObject* TArray to AddReferencedObjects
#jira UE-28933
Change 2982358 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30546 Updated TP_VehicleAdvPawn Chase Camera Location
Change 2982280 on 2016/05/18 by Martin.Mittring
UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project
#jira:UE-26409
Change 2982229 on 2016/05/18 by Max.Chen
Sequencer: Add tick prerequisites so that the level sequence actor ticks before all of the actors that it controls. This fixes some inconsistencies in the movie rendered frames not matching what's in editor.
#jira UE-30755
Change 2982080 on 2016/05/18 by Max.Chen
Sequence Recorder: Fix crash when component class to record is null.
#jira UE-30944
Change 2982041 on 2016/05/18 by Marcus.Wassmer
Protect against crashes reading from a null texture.
#jira UE-30834
Change 2981915 on 2016/05/18 by Allan.Bentham
Do not mosaic encode for modulate blend operations.
Fixes dark 'halos' around mod shadows.
#jira UE-29083
Change 2981911 on 2016/05/18 by michael.gay
Set framing in sequencer, set start to 200
#jira UE-30633
Change 2981904 on 2016/05/18 by Chase.McAllister
#jira UE-30943 Removing unused asset to fix DDC compiling bug
Change 2981894 on 2016/05/18 by Michael.Gay
removed old cameras, changed start frame to remove black at head of sequence
#jira UE-30633
Change 2981827 on 2016/05/18 by Gareth.Martin
Fixed crash when entering landscape mode while a landscape is selected while simulating
- Landscape infos no longer get created for PIE/Simulate landscapes (they were empty anyway)
#jira UE-30917
Change 2981725 on 2016/05/18 by Keith.Judge
Xbox One - Fix issues with DFAO/DF Shadowing. Problems were in RHIUpdateTexture3D(). Needed to ensure temp texture had the correct bind flags, etc, and also use the graphics context rather than the DMA context to do the copying, as for some reason the DMA engine corrupts some pixels of the distance field atlas texture.
#jira UE-27591
Change 2981466 on 2016/05/17 by Max.Chen
Merge from Chris Bunner from Dev-SequencerGDC - Frame state fixes when Sequencer is paused; No velocity in AA, Clamp motion blur scale, Clamp to scatter blur method.
#jira UE-30576
Change 2981403 on 2016/05/17 by Dan.Oconnor
Fix for overzealous filtering of classes with Within markup
#jira UE-29878
Change 2981342 on 2016/05/17 by Dan.Oconnor
Removing overzealous check. In Dev-BP this has already been downgraded to an ensure, but no reason to ensure now that we understand why it happens.
#jira UE-30792
Change 2981318 on 2016/05/17 by Max.Preussner
Sequencer: Fixed crash when scrubbing attached audio tracks; reduced nesting (UE-30923)
#jira: UE-30923
Change 2981221 on 2016/05/17 by Dan.Oconnor
Preventing spawning components with 'Within' markup specified, it is unsupported by the SCSEditor and Core UObject logic at this time. Likely logic is CoreUObject needs to avoid type checking for RF_ArchetypeObject instances and the SCSEditor needs to be more consistent about using that flag on its template objects
#jira UE-29878
Change 2981169 on 2016/05/17 by Marc.Audy
Gracefully handle invalid GameSingleton class name in ini file
Remove unused DefaultPreviewPawnClass and ClassName from Engine
#jira UE-30829
Change 2981104 on 2016/05/17 by Mieszko.Zielinski
Made AISenses not send information to listeners that are not registered for given sense #UE4
#jira UE-29939
Change 2981086 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30568 Added a check to make sure index being accessed was valid (BP_DemoRoom)
Change 2980755 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30706 Set material to use Translucent Blend
Change 2980753 on 2016/05/17 by Jon.Nabozny
Initialize FBox used to store result for CalculateQuatACF96Bounds (bump from //UE4/Dev-Framework).
#JIRA UE-30846
Change 2980682 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30570, UE-30575 Corrected Some Spellings
Change 2980559 on 2016/05/17 by Mieszko.Zielinski
Changed UNavigationSystem.AgentToNavDataMap to store weak object pointers rather than raw painters #UE4
This should make it immune to navigation data beging destroyed and not removed from AgentToNavDataMap.
#jira UE-30836
Change 2980504 on 2016/05/17 by Daniel.Wright
Integrate - Movable skylight now matches stationary for subsurface shading models
* Two sided was broken in 4.11, Subsurface had never been handled
#jira UE-30855
Change 2980467 on 2016/05/17 by Jamie.Dale
Added some checks to avoid temporary worlds being added as favorites
#jira UE-30613
Change 2980379 on 2016/05/17 by Jurre.deBaare
Fix for static mesh merging, little too eager with changes.
#jira UE-30808
Change 2980373 on 2016/05/17 by Gareth.Martin
Fixed shader compile errors when applying a speedtree material to a landscape spline
#jira UE-25820
Change 2980318 on 2016/05/17 by Gareth.Martin
Fixed crash when calling EditorApplySpline with a null spline component
Also stopped it doing anything in PIE (it's for blutilities, not runtime)
#jira UE-30830
Change 2980300 on 2016/05/17 by Marc.Audy
Treat Unreachable components the same as BeginDestroyed for endplay/cleanup purposes
#jira UE-30839
Change 2980298 on 2016/05/17 by Gareth.Martin
Fixed crash when loading landscape projects that used tessellation
#jira UE-30742
Change 2980296 on 2016/05/17 by Martin.Wilson
Fix crash accessing sync names from a child anim bp
#jira UE-30811
Change 2980289 on 2016/05/17 by Jurre.deBaare
Fix for regression with merge actor tab
#jira UE-30809
Change 2980272 on 2016/05/17 by Ori.Cohen
Make sure that root components do not get attached to non root components in the same actor. Fixes crash in scene outliner and other weird issues.
#JIRA UE-30876
Change 2980206 on 2016/05/17 by Keith.Judge
Xbox One - Bit the bullet and rewrote the occlusion query buffer handling so that we're not reliant on a finite ring buffer. Instead, each query has a small buffer of its own. removing the dependency of ordering when reading back the results. This should save memory on smaller maps too!
#jira UE-30581
#jira UEPLAT-623
Change 2980094 on 2016/05/17 by Matthew.Griffin
Added OSVR dlls to InstalledEngineFilters.ini so that they are included in Launcher build even though the plugin is disabled by default
#jira UE-30611
Change 2979935 on 2016/05/17 by Aaron.Herzog
#jira UE-30619 updating owen sk mesh with proper morph
Change 2979816 on 2016/05/16 by Chad.Taylor
Fix to address a crash related to multiple player VR Preview
#jira UE-20109
Change 2979744 on 2016/05/16 by Mike.Beach
Disabling Blueprint spawning, InitProperties() optimization until we can figure out why it is not filling out array properties properly.
#jira UE-30745
Change 2979743 on 2016/05/16 by Mike.Beach
Mirroring CL 2977497
Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties).
#jira UE-26392
Change 2979544 on 2016/05/16 by Daniel.Wright
Fixed crash with RTDF shadows when r.DistanceFieldAO was disabled
#jira UE-26319
Change 2979477 on 2016/05/16 by michael.gay
Remove errant Play Rate track.
#jira UE-30633
Change 2979464 on 2016/05/16 by Mark.Satterthwaite
Duplicate CL #2945444: Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn.
#jira UE-30849
Change 2979441 on 2016/05/16 by Rolando.Caloca
UE4.12 - vk - Fix quitting taking a long time
#jira UE-28239
Change 2979315 on 2016/05/16 by Michael.Trepka
Rollback //UE4/Release-4.12/Engine/Source/Programs/UnrealBuildTool/System/XcodeProject.cs to revision 1
#jira UE-28016
Change 2979304 on 2016/05/16 by Jamie.Dale
Backing out some changes from CL# 2976673
These caused an issue with Slate hit-testing. The more correct fix here is to make the Slate Windows OS layer treat window positions as relative to the top-left of the window client area, rather than relative to the top-left of the window itself (which includes the OS border). This now matches what other platforms do.
To this end, FWindowsWindow::Initialize, FWindowsWindow::MoveWindowTo, and FWindowsWindow::ReshapeWindow all now consider the given window position to be relative to the window client area, and will consistently adjust it to relative to the window before moving/creating the OS window. This only impacts windows with OS borders (aka, non-fullscreen and non-Slate drawn windows).
#jira UE-30276
#jira UE-30677
#jira UE-30771
Change 2979077 on 2016/05/16 by Maciej.Mroz
#jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone
merged from 2979069
Change 2979052 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving Maps to fix project warning
Change 2978984 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving start video assests that contained empty engine version
Change 2978806 on 2016/05/16 by Mieszko.Zielinski
Fixed EQS tests' scoring equation value getting reset on load #UE4
#jira UE-30470
Change 2978670 on 2016/05/16 by Max.Preussner
Media: Workaround for changing Media asset path can cause crash (UE-22691)
#jira: UE-22691
Change 2978638 on 2016/05/16 by Michael.Gay
Cleanup of old maps in SubwaySequencer project
#jira UE-30633
Change 2978636 on 2016/05/16 by Jamie.Dale
Added guard against a crash navigating through a menu
#jira UE-30698
Change 2978611 on 2016/05/16 by Lee.Clark
PS4 - Fix RenderTargetOutputFormat using the wrong output index for velocity rendering when using r.BasePassOutputsVelocity=True
#jira UE-30133
Change 2978596 on 2016/05/16 by Allan.Bentham
Extend iOS metal Z bias offset to all iOS (metal+gles) depth only shaders.
#jira UE-27530
Change 2978566 on 2016/05/16 by Jamie.Dale
Downgraded some checks to ensures and added more logging
#jira UE-30613
Change 2978399 on 2016/05/16 by Keith.Judge
Xbox One - Fix check() firing when we run out of occlusion buffer space. Also added occlusion query result caching (perf gain!).
#jira UE-30581
Change 2978323 on 2016/05/16 by Jurre.deBaare
Merge actor panel crashes when selecting a mesh component without static mesh
#fix display 'No Static Mesh' when none is available
#jira UE-30809
Change 2978322 on 2016/05/16 by Jurre.deBaare
Issue with merging meshes resulting data saved across different LOD levels
#fix use correct target LOD index for all source LODs
#jira UE-30808
#lockdown Nick.Penwarden
[CL 2999693 by Ben Marsh in Main branch]
2016-06-03 11:49:20 -04:00
{
ShadowProjPS = View . ShaderMap - > GetShader < TModulatedShadowProjection < Quality > > ( ) ;
}
else
{
ShadowProjPS = View . ShaderMap - > GetShader < TShadowProjectionPS < Quality , false > > ( ) ;
}
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
GraphicsPSOInit . BoundShaderState . VertexDeclarationRHI = GetVertexDeclarationFVector4 ( ) ;
GraphicsPSOInit . BoundShaderState . VertexShaderRHI = GETSAFERHISHADER_VERTEX ( ShadowProjVS ) ;
GraphicsPSOInit . BoundShaderState . PixelShaderRHI = GETSAFERHISHADER_PIXEL ( ShadowProjPS ) ;
SetGraphicsPipelineState ( RHICmdList , GraphicsPSOInit ) ;
2014-03-14 14:13:41 -04:00
2014-06-05 16:38:54 -04:00
ShadowProjVS - > SetParameters ( RHICmdList , View , ShadowInfo ) ;
ShadowProjPS - > SetParameters ( RHICmdList , ViewIndex , View , ShadowInfo ) ;
2014-03-14 14:13:41 -04:00
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
void FProjectedShadowInfo : : SetBlendStateForProjection (
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 ,
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
int32 ShadowMapChannel ,
bool bIsWholeSceneDirectionalShadow ,
bool bUseFadePlane ,
bool bProjectingForForwardShading ,
bool bMobileModulatedProjections )
{
// With forward shading we are packing shadowing for all 4 possible stationary lights affecting each pixel into channels of the same texture, based on assigned shadowmap channels.
// With deferred shading we have 4 channels for each light.
// * CSM and per-object shadows are kept in separate channels to allow fading CSM out to precomputed shadowing while keeping per-object shadows past the fade distance.
// * Subsurface shadowing requires an extra channel for each
if ( bProjectingForForwardShading )
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3169859)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3154832 on 2016/10/07 by Rolando.Caloca
DR - vk - Fix crash on framebuffers with missing textures
Change 3154838 on 2016/10/07 by Rolando.Caloca
DR - vk - Enable clip distance
Change 3154840 on 2016/10/07 by Rolando.Caloca
DR - Remove branch per codereview
Change 3155118 on 2016/10/07 by Rolando.Caloca
DR - vk - Compute pipeline fixes
Change 3155129 on 2016/10/07 by Rolando.Caloca
DR - Added draw events for reflection captures
Change 3155167 on 2016/10/07 by Rolando.Caloca
DR - Use shader clear for platforms that can't use viewport or scissor
Change 3155168 on 2016/10/07 by Rolando.Caloca
DR - vk - Added submit gpu
- Some fixes for Geometry and Compute
Change 3155595 on 2016/10/07 by Rolando.Caloca
DR - vk - Use new render pass system
Change 3155720 on 2016/10/07 by Rolando.Caloca
DR - vk - static analysis fix
Change 3155732 on 2016/10/07 by Rolando.Caloca
DR - Fix clears for platforms that can't use viewports, excluderects or scissor on clear
Change 3156787 on 2016/10/10 by Rolando.Caloca
DR - Fix mem leaks
Change 3156805 on 2016/10/10 by Rolando.Caloca
DR - Improve check msg per licensee
Change 3156815 on 2016/10/10 by Rolando.Caloca
DR - Fix infinite recursion
Change 3157041 on 2016/10/10 by Rolando.Caloca
DR - vk - Fix key access from multiple threads
Change 3158253 on 2016/10/11 by Rolando.Caloca
DR - Fix comment
#jira UE-37128
PR #2852
Change 3158606 on 2016/10/11 by Rolando.Caloca
DR - vk - Accessors
Change 3160418 on 2016/10/12 by Daniel.Wright
Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
Change 3160644 on 2016/10/12 by Arne.Schober
DR - [UE-32613] - OpenGL used to have custom code in the compiler to modify the source so that the same data and matricies can be used as DirectX, unfortunately that causes precission problem. Fortunately there is an extension available (glClipControl) which enables DirectX behaviour in OpenGL and it is widely supported. We only tested Linux and Windows and therfore only default enable on those platforms.
Change 3161219 on 2016/10/13 by Luke.Thatcher
[RENDERING] [!] Fix incorrect shader used in GPU Benchmark causing crash in OpenGL.
Change 3161838 on 2016/10/13 by Daniel.Wright
Fixed level getting added to the dirty list twice when legacy lightmaps are present
Change 3161884 on 2016/10/13 by Arne.Schober
DR - Fix Mac and DCC build
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3162491 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3162397:
More fixed type-casting on material attributes.
Swapped compiler::forcecast booleans to flags (and fixed a regression).
Change 3163266 on 2016/10/14 by Daniel.Wright
Fixed sublevels with legacy lighting data being added to the dirty packages list redundantly
Change 3163524 on 2016/10/14 by Mark.Satterthwaite
Bring over specific changes from Unicorn branch that increases the size of shader optional data so that it is considerably more useful.
Change 3163529 on 2016/10/14 by Mark.Satterthwaite
Move the Metal shader source code and compilation path into the newly enlarged shader optional data.
Change 3163553 on 2016/10/14 by Mark.Satterthwaite
Speculative fix for FORT-31590 also seen by a licensee - the Metal command buffer handler will be called from a dispatch queue thread that won't be registered with the stats system.
#jira FORT-31590
Change 3163562 on 2016/10/14 by Mark.Satterthwaite
Tidy up and extend the Metal debugging options:
- Added rhi.Metal.BufferScribble which when enabled will fill freed buffer regions with 0xCD to help identify any areas where we are writing to a buffer while it is still being processed on the GPU.
- Added rhi.Metal.BufferZeroFill which will zero-fill newly allocated buffer regions before any other data is read/written. Useful for catching cases where we might be reading uninitialised memory.
- Added rhi.Metal.ResourcePurgeOnDelete which will purge the backing store of resources prior to releasing them back to the system or the respective pool. This will make any use-after-free conditions much more likely.
- Added rhi.Metal.ResourceDeferDeleteNumFrames to defer releasing resources to the system or the resource pool by the specified number of frames (in addition to the current policy of waiting for the current end of frame & command-buffer completion). Useful for tracking down resource lifetime errors.
- Fixed a number of bugs related to the modifications to vertex stream handling and addition of the SetShaderBytes API.
- Track the start & end of FRingBuffer ranges - it appeared that the ring-buffer usage was invalid but it was in fact only my assumptions about the range that needed to be scribbled for rhi.Metal.BufferScribble. There is still the possibility that command-buffers that are implicitly parallelised by the driver may cause the ring-buffer range tracking to go awry - but with our data dependencies and the separation of the async. compute context I don't believe this is likely.
- Fix up the "nometalv2" flag so that we can disable the features only available on iOS/tvOS-10/macOS-10.12 on newer devices to save having to reboot all the time.
- Fixed the flickering geometry when enabling rhi.Metal.RuntimeDebugLevel=4 which breaks render passes into separate command-buffers - the occlusion query was waiting on the wrong command buffer in this case.
Change 3163752 on 2016/10/14 by Mark.Satterthwaite
Add missing parenthesis to fix compile error on iOS.
Change 3164151 on 2016/10/16 by Benjamin.Hyder
Submitting TM-AutoLOD level to QAGame
#jira UE-29618
Change 3164190 on 2016/10/16 by Uriel.Doyon
Materials now hold texture streaming data in the form of (UV scale X UV channel) for each texture.
This data can be disabled through "r.Streaming.UseMaterialData"
Defined a common framework in MeshComponent for texture streaming, used by both StaticMeshes and SkeletalMeshes.
Simplified component interface for using the texture streaming build framework.
Removed intermediate texture streaming build data from the static mesh components.
Fixed shader compilation errors with the decals (from merge with main).
Change 3164636 on 2016/10/17 by Rolando.Caloca
DR - vk - Fix validation spam
Change 3164679 on 2016/10/17 by Arne.Schober
DR - [OR-28457] Part1, Scene View Refactoring - Removed Previous VewMatrices from SceneInfo and pass in Previous and Current ViewMatrices into Uniform Buffer creation to uniform UseCase for Shadows and CustomDepth, Fixed a Bug in Shadows with help of Daniel where the SceneView was copied unnecessary copied again. Also simplified the code in that area.
Change 3164705 on 2016/10/17 by Daniel.Wright
When new levels are loaded, only the Indirect Lighting Cache Allocations intersecting the level's light probes are updated to minimize hitches. This optimization requires a lighting build to compute PrecomputedLightVolume bounds.
Change 3164834 on 2016/10/17 by Daniel.Wright
Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
Change 3164870 on 2016/10/17 by Arne.Schober
DR - [OR-28457] Part2, Custom Depth Jitter - Allowed to overwite the viewconstant buffer in the custom depth pass. There ia also a new Project Setting available. The default constructor of the ContextDataType has been explicitly deleted to enforce compile errors when the templated code like the StaticMeshDrawList accidently tries to create a context without ViewUniformBuffer.
Change 3164949 on 2016/10/17 by Rolando.Caloca
DR - vk - First version of pooled occlusion queries
Change 3165100 on 2016/10/17 by Rolando.Caloca
DR - vk - Added driver version for Nvidia. AMD doesn't have one yet.
Change 3165160 on 2016/10/17 by Rolando.Caloca
DR - vk - Fix for queries not ready
Change 3165230 on 2016/10/17 by Rolando.Caloca
DR - vk - More fixes for occlusion queries
Change 3165839 on 2016/10/18 by Rolando.Caloca
DR - hlslcc - Fix default parameters getting wrong values
Change 3166029 on 2016/10/18 by Rolando.Caloca
DR - Switch some clears to DrawClearQuad()
Change 3166066 on 2016/10/18 by Mark.Satterthwaite
Update ShaderVersion due to CL #3163524
Change 3166067 on 2016/10/18 by Mark.Satterthwaite
Update Mac hlslcc for RCO's 3165839.
Change 3166370 on 2016/10/18 by Brian.Karis
Improved hair AA
Change 3166389 on 2016/10/18 by Uriel.Doyon
Fixed lightmap having bigger resolutions than the engine can handle
#jira UE-34737
#review-3166193 @daniel.wright
Change 3166495 on 2016/10/18 by Rolando.Caloca
DR - vk - Fix occlusion queries
Change 3166516 on 2016/10/18 by Arne.Schober
DR - Fix shaderbuild issue
Change 3166650 on 2016/10/18 by Rolando.Caloca
DR - vk - Enable GRHISupportsFirstInstance
Change 3166799 on 2016/10/18 by Arne.Schober
DR - [OR-28508] - The velocity Rendering pass was missing the adjustment for the PDO
Change 3167855 on 2016/10/19 by Rolando.Caloca
DR - vk - Implemented texture streaming
Change 3168365 on 2016/10/19 by Rolando.Caloca
DR - Fix static analysis
Change 3168405 on 2016/10/19 by Mark.Satterthwaite
Fix the optional shader data changes from Unicorn to prevent FindOptionalData from erronesouly testing against the trailing optional data size, which can match the tag for optional data entries if you are unlucky.
#jira UE-37489
Change 3169467 on 2016/10/20 by Arne.Schober
DR - UE-28039 - Fixed flickering cached shadows on dynamic objects: Adding preshadows whose depths are cached so that GatherDynamicMeshElements will still happen, which is necessary for preshadow receiver stenciling.
Change 3169478 on 2016/10/20 by Arne.Schober
DR - UE-28039 - missing comment
Change 3169845 on 2016/10/20 by Arne.Schober
DR - UE-35937 - readd Merged out check
Change 3169859 on 2016/10/20 by Rolando.Caloca
DR - vk - Stop popping up dialog on every run as the device name in the API doesn't match our driver database
[CL 3170066 by Marcus Wassmer in Main branch]
2016-10-20 20:09:22 -04:00
FBlendStateRHIParamRef BlendState = NULL ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
if ( bUseFadePlane )
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3169859)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3154832 on 2016/10/07 by Rolando.Caloca
DR - vk - Fix crash on framebuffers with missing textures
Change 3154838 on 2016/10/07 by Rolando.Caloca
DR - vk - Enable clip distance
Change 3154840 on 2016/10/07 by Rolando.Caloca
DR - Remove branch per codereview
Change 3155118 on 2016/10/07 by Rolando.Caloca
DR - vk - Compute pipeline fixes
Change 3155129 on 2016/10/07 by Rolando.Caloca
DR - Added draw events for reflection captures
Change 3155167 on 2016/10/07 by Rolando.Caloca
DR - Use shader clear for platforms that can't use viewport or scissor
Change 3155168 on 2016/10/07 by Rolando.Caloca
DR - vk - Added submit gpu
- Some fixes for Geometry and Compute
Change 3155595 on 2016/10/07 by Rolando.Caloca
DR - vk - Use new render pass system
Change 3155720 on 2016/10/07 by Rolando.Caloca
DR - vk - static analysis fix
Change 3155732 on 2016/10/07 by Rolando.Caloca
DR - Fix clears for platforms that can't use viewports, excluderects or scissor on clear
Change 3156787 on 2016/10/10 by Rolando.Caloca
DR - Fix mem leaks
Change 3156805 on 2016/10/10 by Rolando.Caloca
DR - Improve check msg per licensee
Change 3156815 on 2016/10/10 by Rolando.Caloca
DR - Fix infinite recursion
Change 3157041 on 2016/10/10 by Rolando.Caloca
DR - vk - Fix key access from multiple threads
Change 3158253 on 2016/10/11 by Rolando.Caloca
DR - Fix comment
#jira UE-37128
PR #2852
Change 3158606 on 2016/10/11 by Rolando.Caloca
DR - vk - Accessors
Change 3160418 on 2016/10/12 by Daniel.Wright
Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
Change 3160644 on 2016/10/12 by Arne.Schober
DR - [UE-32613] - OpenGL used to have custom code in the compiler to modify the source so that the same data and matricies can be used as DirectX, unfortunately that causes precission problem. Fortunately there is an extension available (glClipControl) which enables DirectX behaviour in OpenGL and it is widely supported. We only tested Linux and Windows and therfore only default enable on those platforms.
Change 3161219 on 2016/10/13 by Luke.Thatcher
[RENDERING] [!] Fix incorrect shader used in GPU Benchmark causing crash in OpenGL.
Change 3161838 on 2016/10/13 by Daniel.Wright
Fixed level getting added to the dirty list twice when legacy lightmaps are present
Change 3161884 on 2016/10/13 by Arne.Schober
DR - Fix Mac and DCC build
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3162491 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3162397:
More fixed type-casting on material attributes.
Swapped compiler::forcecast booleans to flags (and fixed a regression).
Change 3163266 on 2016/10/14 by Daniel.Wright
Fixed sublevels with legacy lighting data being added to the dirty packages list redundantly
Change 3163524 on 2016/10/14 by Mark.Satterthwaite
Bring over specific changes from Unicorn branch that increases the size of shader optional data so that it is considerably more useful.
Change 3163529 on 2016/10/14 by Mark.Satterthwaite
Move the Metal shader source code and compilation path into the newly enlarged shader optional data.
Change 3163553 on 2016/10/14 by Mark.Satterthwaite
Speculative fix for FORT-31590 also seen by a licensee - the Metal command buffer handler will be called from a dispatch queue thread that won't be registered with the stats system.
#jira FORT-31590
Change 3163562 on 2016/10/14 by Mark.Satterthwaite
Tidy up and extend the Metal debugging options:
- Added rhi.Metal.BufferScribble which when enabled will fill freed buffer regions with 0xCD to help identify any areas where we are writing to a buffer while it is still being processed on the GPU.
- Added rhi.Metal.BufferZeroFill which will zero-fill newly allocated buffer regions before any other data is read/written. Useful for catching cases where we might be reading uninitialised memory.
- Added rhi.Metal.ResourcePurgeOnDelete which will purge the backing store of resources prior to releasing them back to the system or the respective pool. This will make any use-after-free conditions much more likely.
- Added rhi.Metal.ResourceDeferDeleteNumFrames to defer releasing resources to the system or the resource pool by the specified number of frames (in addition to the current policy of waiting for the current end of frame & command-buffer completion). Useful for tracking down resource lifetime errors.
- Fixed a number of bugs related to the modifications to vertex stream handling and addition of the SetShaderBytes API.
- Track the start & end of FRingBuffer ranges - it appeared that the ring-buffer usage was invalid but it was in fact only my assumptions about the range that needed to be scribbled for rhi.Metal.BufferScribble. There is still the possibility that command-buffers that are implicitly parallelised by the driver may cause the ring-buffer range tracking to go awry - but with our data dependencies and the separation of the async. compute context I don't believe this is likely.
- Fix up the "nometalv2" flag so that we can disable the features only available on iOS/tvOS-10/macOS-10.12 on newer devices to save having to reboot all the time.
- Fixed the flickering geometry when enabling rhi.Metal.RuntimeDebugLevel=4 which breaks render passes into separate command-buffers - the occlusion query was waiting on the wrong command buffer in this case.
Change 3163752 on 2016/10/14 by Mark.Satterthwaite
Add missing parenthesis to fix compile error on iOS.
Change 3164151 on 2016/10/16 by Benjamin.Hyder
Submitting TM-AutoLOD level to QAGame
#jira UE-29618
Change 3164190 on 2016/10/16 by Uriel.Doyon
Materials now hold texture streaming data in the form of (UV scale X UV channel) for each texture.
This data can be disabled through "r.Streaming.UseMaterialData"
Defined a common framework in MeshComponent for texture streaming, used by both StaticMeshes and SkeletalMeshes.
Simplified component interface for using the texture streaming build framework.
Removed intermediate texture streaming build data from the static mesh components.
Fixed shader compilation errors with the decals (from merge with main).
Change 3164636 on 2016/10/17 by Rolando.Caloca
DR - vk - Fix validation spam
Change 3164679 on 2016/10/17 by Arne.Schober
DR - [OR-28457] Part1, Scene View Refactoring - Removed Previous VewMatrices from SceneInfo and pass in Previous and Current ViewMatrices into Uniform Buffer creation to uniform UseCase for Shadows and CustomDepth, Fixed a Bug in Shadows with help of Daniel where the SceneView was copied unnecessary copied again. Also simplified the code in that area.
Change 3164705 on 2016/10/17 by Daniel.Wright
When new levels are loaded, only the Indirect Lighting Cache Allocations intersecting the level's light probes are updated to minimize hitches. This optimization requires a lighting build to compute PrecomputedLightVolume bounds.
Change 3164834 on 2016/10/17 by Daniel.Wright
Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
Change 3164870 on 2016/10/17 by Arne.Schober
DR - [OR-28457] Part2, Custom Depth Jitter - Allowed to overwite the viewconstant buffer in the custom depth pass. There ia also a new Project Setting available. The default constructor of the ContextDataType has been explicitly deleted to enforce compile errors when the templated code like the StaticMeshDrawList accidently tries to create a context without ViewUniformBuffer.
Change 3164949 on 2016/10/17 by Rolando.Caloca
DR - vk - First version of pooled occlusion queries
Change 3165100 on 2016/10/17 by Rolando.Caloca
DR - vk - Added driver version for Nvidia. AMD doesn't have one yet.
Change 3165160 on 2016/10/17 by Rolando.Caloca
DR - vk - Fix for queries not ready
Change 3165230 on 2016/10/17 by Rolando.Caloca
DR - vk - More fixes for occlusion queries
Change 3165839 on 2016/10/18 by Rolando.Caloca
DR - hlslcc - Fix default parameters getting wrong values
Change 3166029 on 2016/10/18 by Rolando.Caloca
DR - Switch some clears to DrawClearQuad()
Change 3166066 on 2016/10/18 by Mark.Satterthwaite
Update ShaderVersion due to CL #3163524
Change 3166067 on 2016/10/18 by Mark.Satterthwaite
Update Mac hlslcc for RCO's 3165839.
Change 3166370 on 2016/10/18 by Brian.Karis
Improved hair AA
Change 3166389 on 2016/10/18 by Uriel.Doyon
Fixed lightmap having bigger resolutions than the engine can handle
#jira UE-34737
#review-3166193 @daniel.wright
Change 3166495 on 2016/10/18 by Rolando.Caloca
DR - vk - Fix occlusion queries
Change 3166516 on 2016/10/18 by Arne.Schober
DR - Fix shaderbuild issue
Change 3166650 on 2016/10/18 by Rolando.Caloca
DR - vk - Enable GRHISupportsFirstInstance
Change 3166799 on 2016/10/18 by Arne.Schober
DR - [OR-28508] - The velocity Rendering pass was missing the adjustment for the PDO
Change 3167855 on 2016/10/19 by Rolando.Caloca
DR - vk - Implemented texture streaming
Change 3168365 on 2016/10/19 by Rolando.Caloca
DR - Fix static analysis
Change 3168405 on 2016/10/19 by Mark.Satterthwaite
Fix the optional shader data changes from Unicorn to prevent FindOptionalData from erronesouly testing against the trailing optional data size, which can match the tag for optional data entries if you are unlucky.
#jira UE-37489
Change 3169467 on 2016/10/20 by Arne.Schober
DR - UE-28039 - Fixed flickering cached shadows on dynamic objects: Adding preshadows whose depths are cached so that GatherDynamicMeshElements will still happen, which is necessary for preshadow receiver stenciling.
Change 3169478 on 2016/10/20 by Arne.Schober
DR - UE-28039 - missing comment
Change 3169845 on 2016/10/20 by Arne.Schober
DR - UE-35937 - readd Merged out check
Change 3169859 on 2016/10/20 by Rolando.Caloca
DR - vk - Stop popping up dialog on every run as the device name in the API doesn't match our driver database
[CL 3170066 by Marcus Wassmer in Main branch]
2016-10-20 20:09:22 -04:00
if ( ShadowMapChannel = = 0 )
{
// alpha is used to fade between cascades
BlendState = TStaticBlendState < CW_RED , BO_Add , BF_SourceAlpha , BF_InverseSourceAlpha > : : GetRHI ( ) ;
}
else if ( ShadowMapChannel = = 1 )
{
BlendState = TStaticBlendState < CW_GREEN , BO_Add , BF_SourceAlpha , BF_InverseSourceAlpha > : : GetRHI ( ) ;
}
else if ( ShadowMapChannel = = 2 )
{
BlendState = TStaticBlendState < CW_BLUE , BO_Add , BF_SourceAlpha , BF_InverseSourceAlpha > : : GetRHI ( ) ;
}
else if ( ShadowMapChannel = = 3 )
{
BlendState = TStaticBlendState < CW_ALPHA , BO_Add , BF_SourceAlpha , BF_InverseSourceAlpha > : : GetRHI ( ) ;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
}
else
{
if ( ShadowMapChannel = = 0 )
{
BlendState = TStaticBlendState < CW_RED , BO_Min , BF_One , BF_One , BO_Min , BF_One , BF_One > : : GetRHI ( ) ;
}
else if ( ShadowMapChannel = = 1 )
{
BlendState = TStaticBlendState < CW_GREEN , BO_Min , BF_One , BF_One , BO_Min , BF_One , BF_One > : : GetRHI ( ) ;
}
else if ( ShadowMapChannel = = 2 )
{
BlendState = TStaticBlendState < CW_BLUE , BO_Min , BF_One , BF_One , BO_Min , BF_One , BF_One > : : GetRHI ( ) ;
}
else if ( ShadowMapChannel = = 3 )
{
BlendState = TStaticBlendState < CW_ALPHA , BO_Min , BF_One , BF_One , BO_Min , BF_One , BF_One > : : GetRHI ( ) ;
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3169859)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3154832 on 2016/10/07 by Rolando.Caloca
DR - vk - Fix crash on framebuffers with missing textures
Change 3154838 on 2016/10/07 by Rolando.Caloca
DR - vk - Enable clip distance
Change 3154840 on 2016/10/07 by Rolando.Caloca
DR - Remove branch per codereview
Change 3155118 on 2016/10/07 by Rolando.Caloca
DR - vk - Compute pipeline fixes
Change 3155129 on 2016/10/07 by Rolando.Caloca
DR - Added draw events for reflection captures
Change 3155167 on 2016/10/07 by Rolando.Caloca
DR - Use shader clear for platforms that can't use viewport or scissor
Change 3155168 on 2016/10/07 by Rolando.Caloca
DR - vk - Added submit gpu
- Some fixes for Geometry and Compute
Change 3155595 on 2016/10/07 by Rolando.Caloca
DR - vk - Use new render pass system
Change 3155720 on 2016/10/07 by Rolando.Caloca
DR - vk - static analysis fix
Change 3155732 on 2016/10/07 by Rolando.Caloca
DR - Fix clears for platforms that can't use viewports, excluderects or scissor on clear
Change 3156787 on 2016/10/10 by Rolando.Caloca
DR - Fix mem leaks
Change 3156805 on 2016/10/10 by Rolando.Caloca
DR - Improve check msg per licensee
Change 3156815 on 2016/10/10 by Rolando.Caloca
DR - Fix infinite recursion
Change 3157041 on 2016/10/10 by Rolando.Caloca
DR - vk - Fix key access from multiple threads
Change 3158253 on 2016/10/11 by Rolando.Caloca
DR - Fix comment
#jira UE-37128
PR #2852
Change 3158606 on 2016/10/11 by Rolando.Caloca
DR - vk - Accessors
Change 3160418 on 2016/10/12 by Daniel.Wright
Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
Change 3160644 on 2016/10/12 by Arne.Schober
DR - [UE-32613] - OpenGL used to have custom code in the compiler to modify the source so that the same data and matricies can be used as DirectX, unfortunately that causes precission problem. Fortunately there is an extension available (glClipControl) which enables DirectX behaviour in OpenGL and it is widely supported. We only tested Linux and Windows and therfore only default enable on those platforms.
Change 3161219 on 2016/10/13 by Luke.Thatcher
[RENDERING] [!] Fix incorrect shader used in GPU Benchmark causing crash in OpenGL.
Change 3161838 on 2016/10/13 by Daniel.Wright
Fixed level getting added to the dirty list twice when legacy lightmaps are present
Change 3161884 on 2016/10/13 by Arne.Schober
DR - Fix Mac and DCC build
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3162491 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3162397:
More fixed type-casting on material attributes.
Swapped compiler::forcecast booleans to flags (and fixed a regression).
Change 3163266 on 2016/10/14 by Daniel.Wright
Fixed sublevels with legacy lighting data being added to the dirty packages list redundantly
Change 3163524 on 2016/10/14 by Mark.Satterthwaite
Bring over specific changes from Unicorn branch that increases the size of shader optional data so that it is considerably more useful.
Change 3163529 on 2016/10/14 by Mark.Satterthwaite
Move the Metal shader source code and compilation path into the newly enlarged shader optional data.
Change 3163553 on 2016/10/14 by Mark.Satterthwaite
Speculative fix for FORT-31590 also seen by a licensee - the Metal command buffer handler will be called from a dispatch queue thread that won't be registered with the stats system.
#jira FORT-31590
Change 3163562 on 2016/10/14 by Mark.Satterthwaite
Tidy up and extend the Metal debugging options:
- Added rhi.Metal.BufferScribble which when enabled will fill freed buffer regions with 0xCD to help identify any areas where we are writing to a buffer while it is still being processed on the GPU.
- Added rhi.Metal.BufferZeroFill which will zero-fill newly allocated buffer regions before any other data is read/written. Useful for catching cases where we might be reading uninitialised memory.
- Added rhi.Metal.ResourcePurgeOnDelete which will purge the backing store of resources prior to releasing them back to the system or the respective pool. This will make any use-after-free conditions much more likely.
- Added rhi.Metal.ResourceDeferDeleteNumFrames to defer releasing resources to the system or the resource pool by the specified number of frames (in addition to the current policy of waiting for the current end of frame & command-buffer completion). Useful for tracking down resource lifetime errors.
- Fixed a number of bugs related to the modifications to vertex stream handling and addition of the SetShaderBytes API.
- Track the start & end of FRingBuffer ranges - it appeared that the ring-buffer usage was invalid but it was in fact only my assumptions about the range that needed to be scribbled for rhi.Metal.BufferScribble. There is still the possibility that command-buffers that are implicitly parallelised by the driver may cause the ring-buffer range tracking to go awry - but with our data dependencies and the separation of the async. compute context I don't believe this is likely.
- Fix up the "nometalv2" flag so that we can disable the features only available on iOS/tvOS-10/macOS-10.12 on newer devices to save having to reboot all the time.
- Fixed the flickering geometry when enabling rhi.Metal.RuntimeDebugLevel=4 which breaks render passes into separate command-buffers - the occlusion query was waiting on the wrong command buffer in this case.
Change 3163752 on 2016/10/14 by Mark.Satterthwaite
Add missing parenthesis to fix compile error on iOS.
Change 3164151 on 2016/10/16 by Benjamin.Hyder
Submitting TM-AutoLOD level to QAGame
#jira UE-29618
Change 3164190 on 2016/10/16 by Uriel.Doyon
Materials now hold texture streaming data in the form of (UV scale X UV channel) for each texture.
This data can be disabled through "r.Streaming.UseMaterialData"
Defined a common framework in MeshComponent for texture streaming, used by both StaticMeshes and SkeletalMeshes.
Simplified component interface for using the texture streaming build framework.
Removed intermediate texture streaming build data from the static mesh components.
Fixed shader compilation errors with the decals (from merge with main).
Change 3164636 on 2016/10/17 by Rolando.Caloca
DR - vk - Fix validation spam
Change 3164679 on 2016/10/17 by Arne.Schober
DR - [OR-28457] Part1, Scene View Refactoring - Removed Previous VewMatrices from SceneInfo and pass in Previous and Current ViewMatrices into Uniform Buffer creation to uniform UseCase for Shadows and CustomDepth, Fixed a Bug in Shadows with help of Daniel where the SceneView was copied unnecessary copied again. Also simplified the code in that area.
Change 3164705 on 2016/10/17 by Daniel.Wright
When new levels are loaded, only the Indirect Lighting Cache Allocations intersecting the level's light probes are updated to minimize hitches. This optimization requires a lighting build to compute PrecomputedLightVolume bounds.
Change 3164834 on 2016/10/17 by Daniel.Wright
Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
Change 3164870 on 2016/10/17 by Arne.Schober
DR - [OR-28457] Part2, Custom Depth Jitter - Allowed to overwite the viewconstant buffer in the custom depth pass. There ia also a new Project Setting available. The default constructor of the ContextDataType has been explicitly deleted to enforce compile errors when the templated code like the StaticMeshDrawList accidently tries to create a context without ViewUniformBuffer.
Change 3164949 on 2016/10/17 by Rolando.Caloca
DR - vk - First version of pooled occlusion queries
Change 3165100 on 2016/10/17 by Rolando.Caloca
DR - vk - Added driver version for Nvidia. AMD doesn't have one yet.
Change 3165160 on 2016/10/17 by Rolando.Caloca
DR - vk - Fix for queries not ready
Change 3165230 on 2016/10/17 by Rolando.Caloca
DR - vk - More fixes for occlusion queries
Change 3165839 on 2016/10/18 by Rolando.Caloca
DR - hlslcc - Fix default parameters getting wrong values
Change 3166029 on 2016/10/18 by Rolando.Caloca
DR - Switch some clears to DrawClearQuad()
Change 3166066 on 2016/10/18 by Mark.Satterthwaite
Update ShaderVersion due to CL #3163524
Change 3166067 on 2016/10/18 by Mark.Satterthwaite
Update Mac hlslcc for RCO's 3165839.
Change 3166370 on 2016/10/18 by Brian.Karis
Improved hair AA
Change 3166389 on 2016/10/18 by Uriel.Doyon
Fixed lightmap having bigger resolutions than the engine can handle
#jira UE-34737
#review-3166193 @daniel.wright
Change 3166495 on 2016/10/18 by Rolando.Caloca
DR - vk - Fix occlusion queries
Change 3166516 on 2016/10/18 by Arne.Schober
DR - Fix shaderbuild issue
Change 3166650 on 2016/10/18 by Rolando.Caloca
DR - vk - Enable GRHISupportsFirstInstance
Change 3166799 on 2016/10/18 by Arne.Schober
DR - [OR-28508] - The velocity Rendering pass was missing the adjustment for the PDO
Change 3167855 on 2016/10/19 by Rolando.Caloca
DR - vk - Implemented texture streaming
Change 3168365 on 2016/10/19 by Rolando.Caloca
DR - Fix static analysis
Change 3168405 on 2016/10/19 by Mark.Satterthwaite
Fix the optional shader data changes from Unicorn to prevent FindOptionalData from erronesouly testing against the trailing optional data size, which can match the tag for optional data entries if you are unlucky.
#jira UE-37489
Change 3169467 on 2016/10/20 by Arne.Schober
DR - UE-28039 - Fixed flickering cached shadows on dynamic objects: Adding preshadows whose depths are cached so that GatherDynamicMeshElements will still happen, which is necessary for preshadow receiver stenciling.
Change 3169478 on 2016/10/20 by Arne.Schober
DR - UE-28039 - missing comment
Change 3169845 on 2016/10/20 by Arne.Schober
DR - UE-35937 - readd Merged out check
Change 3169859 on 2016/10/20 by Rolando.Caloca
DR - vk - Stop popping up dialog on every run as the device name in the API doesn't match our driver database
[CL 3170066 by Marcus Wassmer in Main branch]
2016-10-20 20:09:22 -04:00
checkf ( BlendState , TEXT ( " Only shadows whose stationary lights have a valid ShadowMapChannel can be projected with forward shading " ) ) ;
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 . BlendState = BlendState ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
}
else
{
// Light Attenuation channel assignment:
// R: WholeSceneShadows, non SSS
// G: WholeSceneShadows, SSS
// B: non WholeSceneShadows, non SSS
// A: non WholeSceneShadows, SSS
//
// SSS: SubsurfaceScattering materials
// non SSS: shadow for opaque materials
// WholeSceneShadows: directional light CSM
// non WholeSceneShadows: spotlight, per object shadows, translucency lighting, omni-directional lights
if ( bIsWholeSceneDirectionalShadow )
{
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182951 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS.
- Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId).
#jira UE-38017
Change 3182892 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS.
- System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState().
- GetAuthToken is only called if the engine calls IOnlineIdentity::Login().
#jira UE-38017
Change 3182767 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix PS4 session invitations.
- Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed.
- Replaced with NpToolkit2's session invitation API.
#jira UE-38020
Change 3182766 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario:
- Two users join a session on two separate PS4s.
- One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4.
- That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled.
#jira UE-38017 UE-38020
Change 3182765 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together".
#jira UE-38017 UE-38020
Change 3182633 on 2016/11/01 by Jack.Porter
Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built
#jira UE-38042
Change 3182332 on 2016/11/01 by Mieszko.Zielinski
Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4
#jira UE-37588
Change 3182321 on 2016/11/01 by Dmitry.Rekman
Updated READMEs for 4.14 (UE-38059).
#jira UE-38059
Change 3182231 on 2016/11/01 by Mitchell.Wilson
Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning.
#jira UE-38079
Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt
Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX
#jira UE-38091
Change 3182017 on 2016/11/01 by Chris.Babcock
Disable glVertexAttribIPointer on PowerVR Rogue
#jira UE-38074
#ue4
#android
Change 3181942 on 2016/11/01 by Mitchell.Wilson
Resolving multiple warnings in CIS for Elemental Demo.
#jira UE-38075
Change 3181941 on 2016/11/01 by Nick.Shin
PhysX Bulid Automation script update
#jira UE-37329 'Compile UE4Game HTML5' - 300 Warnings
Change 3181939 on 2016/11/01 by Ryan.Vance
#jira UE-38072
We need to add a hook that can be called after native present has finished for SteamVR.
PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame.
Change 3181849 on 2016/11/01 by Nick.Shin
jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5
jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs
the python scripts will need tweaking - they were moved from their original locations from:
https://github.com/Mozilla-Games/UnrealEngine/commit/fd48bc0e4a5f0278a1c036d2b81036ab1270ad68
the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)...
update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk
#jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings
Change 3181848 on 2016/11/01 by Nick.Shin
update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924)
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181838 on 2016/11/01 by Nick.Shin
new emscripten tool chain configured by jukka from Mozilla
see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181611 on 2016/11/01 by Allan.Bentham
Recreate vulkan swapchain after a pause/resume on android.
#jira UE-36454
Change 3181451 on 2016/11/01 by Chris.Wood
CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly.
[UE-37794] - Send and Restart from Crash Reporter Opens Project Browser
Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project.
Also fixes broken SlateReflector in CRC (switched off in checked in version)
#jira UE-37794
Change 3181117 on 2016/11/01 by Dmitriy.Dyomin
Fixed: Text Actors not Rendering on Mobile
PowerVR based devices were rendring opaque objects twice
#jira UE-37949
Change 3181102 on 2016/11/01 by Jack.Porter
Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material)
#jira UE-36050
Change 3180851 on 2016/10/31 by Daniel.Wright
Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM. Fixes Kite demo medium-distance shadowing.
#jira UE-37793
Change 3180844 on 2016/10/31 by Michael.Trepka
Disabled high-DPI in Mac CrashReportClient
#jira UE-37697
Change 3180803 on 2016/10/31 by Michael.Trepka
Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window.
#jira UE-37998
Change 3180764 on 2016/10/31 by zachary.wilson
Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro
#jira UE-29618
Change 3180666 on 2016/10/31 by Dmitry.Rekman
Fix Linux client & server hang when decoding voice chat (UE-36108).
- break out of voice channel while loop if unable to serialize the voice packet data.
- fixed by JoshM
#jira UE-36108
Change 3180428 on 2016/10/31 by Mitchell.Wilson
Rebuilt lighting in all Content Examples levels and saved to resolve warnings.
#jira UE-37880
Change 3180399 on 2016/10/31 by Dmitry.Rekman
Linux: revert to old commandline switch -binnedmalloc (UE-38001).
#jira UE-38001
Change 3180298 on 2016/10/31 by Steve.Robb
Extra information about which class has failed to have its CppStructOps initialized.
#jira UE-37921
Change 3180289 on 2016/10/31 by John.Pollard
Fix crash in FCurlHttpRequest::DebugCallback
+ Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination).
#jira UE-36658
Change 3180200 on 2016/10/31 by Benjamin.Hyder
Updating QA-Materials to include BuiltData
#jira UE-29618
Change 3180173 on 2016/10/31 by Nick.Whiting
Fixing up static analysis warning about array size in GoogleVRHMD code
#jira UE-38007
Change 3180123 on 2016/10/31 by ryan.brucks
#jira UE-35977
hooked up missing transform node inside of newly added function so that it works with variable rotations.
Change 3180108 on 2016/10/31 by Benjamin.Hyder
Updating QA-Effects map to include BuiltData
#jira UE-29618
Change 3180104 on 2016/10/31 by Marc.Audy
Don't recreate the render state if the component got unregistered in the interim.
#jira UE-37968
Change 3180084 on 2016/10/31 by Allan.Bentham
Use glVertexAttribIPointer for ES3.
Enable SupportsTextureMaxLevel for ES3.
ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES)
Fix assert when previewing ES3.1 with PC OpenGL.
#jira UE-37472
Change 3180082 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360).
- We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027)
#jira UEPLAT-1424
Change 3180044 on 2016/10/31 by Michael.Trepka
Don't create additional autorelease pool for Metal context on the game thread.
#jira UE-37894
Change 3180023 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179973 on 2016/10/31 by Sam.Deiter
#Jira UEDOC - 3957
#UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957
#Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais
Change 3179930 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179539 on 2016/10/31 by Jack.Porter
Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape
#jira UE-37954
Change 3179309 on 2016/10/29 by Benjamin.Hyder
Re-Saving Foliage asset in Tm-DistanceFields
#jira UE-29618
Change 3179308 on 2016/10/29 by Benjamin.Hyder
updating AutoLOD settings for foliage example in TM-Shadermodels
#jira UE-29618
Change 3179135 on 2016/10/28 by Chris.Babcock
Only use alternative event flow for Daydream packaged applications
#jira UE-37847
#ue4
#android
Change 3178995 on 2016/10/28 by JohnHenry.Carawon
Adding test content for the World Origin Rebasing feature
#jira UE-29618
Change 3178994 on 2016/10/28 by Chris.Babcock
Disable ARM64 Google Play Games - need new library to fix crash
#jira UE-37972
#ue4
#android
Change 3178955 on 2016/10/28 by Marc.Audy
Don't worry about clearing from world's end of frame update frame if being GC'd
#jira UE-37928
Change 3178921 on 2016/10/28 by Daniel.Wright
[Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3.
Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970
#jira UE-37970
Change 3178919 on 2016/10/28 by Daniel.Wright
[Copy] Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path.
#jira UE-37970
Change 3178905 on 2016/10/28 by Max.Chen
Sequencer: Fix fade track instance compile
#jira UE-37939
Change 3178808 on 2016/10/28 by Dmitry.Rekman
Linux: fix crash on exit (UE-37536).
- Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run.
#jira UE-37536
(Edigrating 3175651 from Dev-Platform to Release-4.14)
Change 3178707 on 2016/10/28 by Marc.Audy
Fix inverted null check that caused load game from slot to fail if using a BP generated class
#jira UE-37774
Change 3178664 on 2016/10/28 by Alexis.Matte
Fix the fbx automation tests
#jira UE-37960
Change 3178617 on 2016/10/28 by Bart.Hawthorne
Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components
#jira UE-37692
#tests ran QA game and tested that assert no longer fired in debug
Change 3178615 on 2016/10/28 by Max.Chen
Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter
Copy from Dev-Sequencer
#jira UE-37328
#2864
Change 3178553 on 2016/10/28 by Michael.Trepka
Don't wait for the main thread in FMacWindow::Show()
#jira UE-37915
Change 3178526 on 2016/10/28 by Alexis.Matte
Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material.
#jira UE-37923
Change 3178451 on 2016/10/28 by Mitchell.Wilson
Limit the max angle the cannon tower can be rotated when manually aiming.
When max rotation is reached, debug line turns red to be consistent with the arrow tower.
#jira UE-36512
Change 3178420 on 2016/10/28 by Lina.Halper
Fix build issue
#jira: UE-37911
Change 3178390 on 2016/10/28 by mason.seay
Enabling follow on certain notifies to help catch issues
#jira UE-29618
Change 3178325 on 2016/10/28 by Zak.Middleton
#ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server.
Mirror CL 3178247 and CL 3178256 in Dev-Framework.
#jira UE-37902
Change 3178312 on 2016/10/28 by Max.Chen
Sequencer: Fade only oin the current player context, not on all worlds.
#jira UE-37939
Change 3178267 on 2016/10/28 by Lina.Halper
Fix issue with anim editor sound play notify doesn't work with follow option
#jira: UE-37946
Change 3178146 on 2016/10/28 by Lina.Halper
#fix crash with thumbnail update when there is no animation, and so on.
#code review: Benn.Gallagher
#jira: UE-37911
Change 3178145 on 2016/10/28 by Matthew.Griffin
Fixed Clean process during a Hot Reload
Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved
#jira UE-37616
Change 3178143 on 2016/10/28 by Mitchell.Wilson
Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation.
#jira UE-36269
Change 3178110 on 2016/10/28 by Mitchell.Wilson
Rebuilt lighting and saved levels.
#jira UE-36913
Change 3178070 on 2016/10/28 by Mitchell.Wilson
Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation.
#jira UE-37124
Change 3178034 on 2016/10/28 by Jon.Nabozny
Add missing Super::Tick call to ATP_TopDownCharacter::Tick.
#jira UE-37914
Change 3178021 on 2016/10/28 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt
Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string
#jira UE-37935
Change 3177981 on 2016/10/28 by Nick.Darnell
UMG - Fixing how the virtual window calculates desired size. It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future.
#jira UE-36861
Change 3177888 on 2016/10/28 by Matthew.Griffin
Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp
Change 3177881 on 2016/10/28 by Matthew.Griffin
Added guards to WITH_EDITOR only static initialisation
Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt
Fix crash import fbx scenes if objects contain procedural textures (not supported)
#jira UE-37917
Change 3177856 on 2016/10/28 by Matthew.Griffin
Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings
Change 3177815 on 2016/10/28 by Graeme.Thornton
Non-editor build fix
#jira UE-37929
Change 3177812 on 2016/10/28 by Graeme.Thornton
Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core
#jira UE-37810
Change 3177737 on 2016/10/28 by Guillaume.Abadie
Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer.
#jira UE-37927
Change 3177703 on 2016/10/28 by Phillip.Kavan
[UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node.
change summary:
- added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix
- modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name
- modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup
- modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added
#jira UE-37852
Change 3177600 on 2016/10/27 by Chris.Babcock
Pass through the intent action from splash screen
#jira UE-37925
#ue4
#android
Change 3177436 on 2016/10/27 by Mike.Beach
Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting).
#jira UE-37910
Change 3177365 on 2016/10/27 by Daniel.Wright
Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled)
#jira UE-37903
Change 3177236 on 2016/10/27 by Mitchell.Wilson
Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices.
Fixed reflection captures in the level and rebuilt lighting.
#jira UE-36624
Change 3177235 on 2016/10/27 by mason.seay
Vehicle Assets
#jira UE-29618
Change 3177036 on 2016/10/27 by Mitchell.Wilson
Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki
#jira UE-37881
Change 3176996 on 2016/10/27 by mason.seay
Missed node link
#jira UE-29618
Change 3176993 on 2016/10/27 by mason.seay
Test AnimBP for crash
#jira UE-29618
Change 3176992 on 2016/10/27 by Mitchell.Wilson
Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it.
#jira UE-37846
Change 3176946 on 2016/10/27 by Alexis.Matte
We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property.
#jira UE-37705
Change 3176939 on 2016/10/27 by Alexis.Matte
Check the pointer before using it
#jira UE-37853
Change 3176927 on 2016/10/27 by mason.seay
Rebuilt Lighting
#jira UE-29618
Change 3176883 on 2016/10/27 by Steve.Robb
Fix for crash when an array property changes while instancing subobjects.
Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr.
Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule.
#fyi matt.kuhlenschmidt, alex.fennell
#jira UE-37752
Change 3176811 on 2016/10/27 by Chris.Bunner
Rework of previous commit to avoid potential confusion moving forward.
#jira UE-37424
Change 3176783 on 2016/10/27 by Chris.Bunner
Default scalability settings to Epic, not Cinematic.
Duplicated default render resolution scale fix (CL 3170020).
#jira UE-37424
Change 3176692 on 2016/10/27 by Mike.Beach
Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning.
#jira UE-37848
Change 3176635 on 2016/10/27 by mason.seay
Setting up skeleton for retargeting testing
#jira UE-29618
Change 3176586 on 2016/10/27 by Marcus.Wassmer
Fix crash on D3D12 editor when selecting objects
#jira UE-37861
Change 3176479 on 2016/10/27 by Robert.Manuszewski
Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it.
#jira UE-37297
#jira UE-37711
Change 3176107 on 2016/10/27 by Phillip.Kavan
[UE-37690] AddComponent node template names now use a counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template.
change summary:
- added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved).
- UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names.
#jira UE-37690
Change 3176105 on 2016/10/27 by Phillip.Kavan
[UE-37686] Fix naming for archetype objects associated with new AddComponent nodes.
change summary:
- switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API.
- modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName().
- modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case.
#jira UE-37686
Change 3176009 on 2016/10/26 by Dmitriy.Dyomin
Fixed: Editor crash on changing sub-level visbility under certain conditions
#jira UE-34740
Change 3175807 on 2016/10/26 by Daniel.Wright
Fixed the editor thinking a lighting build is still active after you discard the results from one
#jira UE-37834
Change 3175777 on 2016/10/26 by Jon.Nabozny
#jira UT-6263
Fix crash when running ServerTravel on a client
Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler
Change 3175695 on 2016/10/26 by Ryan.Gerleve
Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true.
#jira UE-37336
Change 3175628 on 2016/10/26 by Chad.Garyet
Added -Build vstream from 4-14 to allow checkins from physx
altered build script and json to reflect new changes
#JIRA UE-37085
Change 3175612 on 2016/10/26 by Martin.Wilson
Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes
#jira UE-37785
Change 3175552 on 2016/10/26 by Brian.Karis
Twinblast bust changes
#jira UE-0
Change 3175543 on 2016/10/26 by Marc.Audy
Allow audio thread on PS4 to use 7th core as opposed to being pinned to it
#jira OR-30447
Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt
Fixed a crash when clicking Apply when using the Brush Clip tool
#jira UE-37838
Change 3175502 on 2016/10/26 by Mitchell.Wilson
Enabled modulated shadows on lights in rolling template levels.
#jira UE-37047
Change 3175485 on 2016/10/26 by mason.seay
Test Map for virtual bones
#jira UE-29618
Change 3175469 on 2016/10/26 by mason.seay
Test assets for Virtual Bones testing
#jira UE-29618
Change 3175428 on 2016/10/26 by Marc.Audy
Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory
#jira UE-37590
Change 3175414 on 2016/10/26 by Michael.Trepka
Fixed mouse position calculations for secondary monitors on Mac
#jira UE-37822
Change 3175382 on 2016/10/26 by Yannick.Lange
VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843
- Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410
- Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214
- Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581
#jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581
Change 3175349 on 2016/10/26 by Chad.Garyet
Changing physx build agents to compile workspaces instead of full ones
#JIRA UE-37085
Change 3175267 on 2016/10/26 by Martin.Wilson
Fix retarget crash
#jira UE-37781
Change 3175205 on 2016/10/26 by Rolando.Caloca
UE4.14 - Remove erroneus assert
#jira UE-37584
Change 3175188 on 2016/10/26 by Chris.Babcock
Fix out of spec GLSL operations (contributed by JeffRous)
#jira UE-37800
#PR #2886
#ue4
#android
Change 3175156 on 2016/10/26 by Mitchell.Wilson
Adding missing iOS app icons to SunTemple project
#jira UE-36991
Change 3175095 on 2016/10/26 by Daniel.Wright
Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading
#jira UE-37783
Change 3175075 on 2016/10/26 by Daniel.Wright
[Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
#jira UE-36497
Change 3175050 on 2016/10/26 by Jamie.Dale
FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes
#jira UE-37819
Change 3175039 on 2016/10/26 by Daniel.Wright
Fixed Duplication mode
#jira UE-37231
Change 3174996 on 2016/10/26 by Mitchell.Wilson
Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame.
#jira UE-37648
Change 3174987 on 2016/10/26 by Jon.Nabozny
Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances.
#jira UE-37594
Change 3174803 on 2016/10/26 by Ori.Cohen
Fix world origin shifting causing a crash inside physx.
#JIRA UE-37745
Change 3174776 on 2016/10/26 by Allan.Bentham
Work around broken depth reads on Galaxy S4.
#jira UE-35481
Change 3174723 on 2016/10/26 by Robert.Manuszewski
Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime.
#jira UE-37617
Change 3174650 on 2016/10/26 by Matthew.Griffin
Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android
Change 3174644 on 2016/10/26 by Matthew.Griffin
Fixing GoogleVR compile issues
Change 3174352 on 2016/10/25 by Daniel.Wright
Rename map build data along with the world - fixes lighting lost on map rename / save as.
Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists.
Save map build data packages in SaveWorld - fixes lighting being lost on save as.
#jira UE-37231
Change 3174335 on 2016/10/25 by Chris.Babcock
Corrected Proguard issue with Codeworks for Android 1R5 installers
#jira UE-37680
#ue4
#android
Change 3174318 on 2016/10/25 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
Change 3174263 on 2016/10/25 by patrickr.donovan
Test content updates and additions. Lighting Channel map added to TM-VRLoader.
#jira UE-29618
Change 3174120 on 2016/10/25 by Daniel.Wright
UObject::PostDuplicate with DuplicateMode
* Allows differentiating between being duplicated as part of a world duplication vs duplication within a level
* This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component
#jira UE-37231
Change 3174113 on 2016/10/25 by Daniel.Wright
Fixed log spam
#jira UE-37522
Change 3174010 on 2016/10/25 by Jamie.Dale
Fixed several crashes in the Session Frontend when viewing profiles
- SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance.
- SFiltersAndPresets could crash if it was updated when no profile was selected.
- SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0).
- A session update message would clobber any loaded profile data, resetting to the current instance.
#jira UE-37597
Change 3173982 on 2016/10/25 by mason.seay
Deleting unneeded asset
#jira UE-29618
Change 3173912 on 2016/10/25 by Ori.Cohen
Fix divide by 0 crash when torque curve is 0
#JIRA UE-37737
Change 3173866 on 2016/10/25 by Ben.Marsh
Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013.
#jira UE-37678
Change 3173824 on 2016/10/25 by Ben.Marsh
Fix trying to recompile UBT in Rocket builds when cleaning a build target.
#jira UE-37616
Change 3173812 on 2016/10/25 by Nick.Darnell
XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes.
#jira UE-37757
Change 3173808 on 2016/10/25 by Ben.Marsh
Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5.
#jira UE-37627
Change 3173711 on 2016/10/25 by Ori.Cohen
Fix linux compiler issues for physx
#JIRA UE-37085, UE-37114, UE-37116
Change 3173704 on 2016/10/25 by James.Cobbett
Import test assets for Alembic Conversion test
#jira UE-29618
Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed Zip project not working in binary builds
#jira UE-37655
Change 3173692 on 2016/10/25 by James.Cobbett
Test content for Alembic Conversion options
#jira UE-29618
Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed array refreshing in the details panel not functioning properly for sub-object properties
#jira UE-37652
Change 3173619 on 2016/10/25 by Robert.Manuszewski
Making the cooker ignore EDL ini setting in binary engine build.
#jira UE-37617
Change 3173616 on 2016/10/25 by Nick.Whiting
Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors
#jira UE-37440, UE-37236
Change 3173606 on 2016/10/25 by Jamie.Dale
Removed invalid assert
We're already passed the collection to modify, so the assert isn't needed.
#jira UE-37761
Change 3173604 on 2016/10/25 by Keli.Hlodversson
Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching.
#jira UE-37623
Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed more cases of undoing causing selections to become out of sync
#jira UE-37300
Change 3173475 on 2016/10/25 by Ori.Cohen
Critical 4.14 physx fixes
#JIRA UE-37085, UE-37114, UE-37116
Change 3173445 on 2016/10/25 by Robert.Manuszewski
Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions.
#jira UE-37394
Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt
Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering
#jira UE-36261
Change 3173245 on 2016/10/25 by Allan.Bentham
Remove incorrect assert.
#jira UE-37699, UE-37707
Change 3173232 on 2016/10/25 by Jurre.deBaare
Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings
#fix make sure we also pick up vector4 fields
#jira UE-37656
Change 3173183 on 2016/10/25 by Matthew.Griffin
Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main)
Change 3173065 on 2016/10/25 by Dmitriy.Dyomin
Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances
#jira UE-37736
Change 3172929 on 2016/10/24 by Ryan.Vance
#jira UE-37742
Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented.
Change 3172915 on 2016/10/24 by Rolando.Caloca
UE4.14 - Fix compile issues on CCT
#jira UE-37722
Change 3172762 on 2016/10/24 by Brian.Karis
#jira UE-37369
Change 3172742 on 2016/10/24 by Daniel.Lamb
Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for.
#jira UE-36796
#test Cook shootergame
Change 3172690 on 2016/10/24 by Maciej.Mroz
DynamicClass gives now, as componet-archetype, objects with non-exact name.
Manually merged cl#3171563
#jira UE-37480
Change 3172663 on 2016/10/24 by Daniel.Lamb
Stopped cooker from handling modification requests when they are PIE requests.
#test PIE shootergame
#jira UE-21572
Change 3172629 on 2016/10/24 by Mitchell.Wilson
Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings.
Reimported SM_GodRay_Plane to resolve PhysX warning
Rebuilt lighting for the level.
#jira UE-37728
Change 3172523 on 2016/10/24 by Nick.Shin
update physx cmakefiles and automation build scripts for release-414 stream (as per request)
#jira UEFW-106 Add HTML5 support to PhysX CMake & automation scripts
Change 3172515 on 2016/10/24 by Nick.Shin
remove old emsdk (1.35.0)
#jira UEPLAT-1324 Update HTML5 PhysX to CMake
Change 3172511 on 2016/10/24 by Mark.Satterthwaite
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3172461 on 2016/10/24 by Cody.Albert
Added check for pointer validity to prevent crash in ShooterGame
#jira UE-37433
Change 3172329 on 2016/10/24 by Peter.Sauerbrei
fix for remote notification method misspelling
#jira ue-37720
Change 3172322 on 2016/10/24 by Marc.Audy
Fix unreferenced variable the brute force to unblock QA
#jira UE-37718
Change 3172191 on 2016/10/24 by Mitchell.Wilson
Clearing preivew meshes on some materials to resolve warnings.
#jira UE-37713
Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt
Fix non-editor compile error
#jira UE-37695
Change 3172159 on 2016/10/24 by Dmitry.Rekman
Update GitDependencies.exe (UE-37530).
- Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable.
#jira UE-37530
Change 3172132 on 2016/10/24 by Keith.Judge
Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872
#jira UE-37038
Change 3172131 on 2016/10/24 by Keith.Judge
Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform.
#jira UE-36364
Change 3172106 on 2016/10/24 by Mitchell.Wilson
Updated reference to a material in VehicleMenu.umap to resolve warning
#jira UE-29748
Change 3172036 on 2016/10/24 by Steve.Robb
TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior).
#jira UE-37706
Change 3172020 on 2016/10/24 by Marc.Audy
Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect
#jira UE-37615
Change 3171966 on 2016/10/24 by Dmitry.Rekman
Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621)
#jira UE-37621
(Edigrating 3171266 from Dev-Platform to Release-4.14)
Change 3171964 on 2016/10/24 by Dmitry.Rekman
Linux: fix always rebuilding FixDeps (UE-37625).
#jira UE-37625
(Edigrating 3153471 from Dev-Platform to Release-4.14)
Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt
Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running
#jira UE-37636
Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt
Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification
The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace. The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now
#jira UE-37695
Change 3171928 on 2016/10/24 by Max.Chen
Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277.
#jira UE-37589
Change 3171924 on 2016/10/24 by James.Cobbett
Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing.
#jira UE-29618
Change 3171867 on 2016/10/24 by Lina.Halper
- Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp
- Empties override materials before setting preview mesh in animation editor
#jira: UE-37610
#code review: Thomas.Sarkanen
Change 3171789 on 2016/10/24 by Allan.Bentham
Resolve depth on appropriate mobile devices when the view contains materials that read from the depth.
#jira UE-35023
Change 3171776 on 2016/10/24 by Robert.Manuszewski
Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking
#jira UE-37599
Change 3171728 on 2016/10/24 by Dmitriy.Dyomin
Fix origin rebasing to work with precomputed lighting data stored in separate package
#jira UE-37693
Change 3171634 on 2016/10/24 by Dmitriy.Dyomin
Added commenets to 3171621
#jira UE-36449
Change 3171621 on 2016/10/23 by Dmitriy.Dyomin
Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled
Actually disabled use of world composition with multiplayer PIE using separate processes
#jira UE-36449
Change 3171424 on 2016/10/22 by Jack.Porter
Remove unused exec command causing logspam
#jira UE-37661
Change 3171259 on 2016/10/21 by Ryan.Vance
Mobile multi-view update
#jira UE-37603
Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR
Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix
Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp
Made a few design concessions which allows the feature to run on Mali devices in the wild right now:
Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together
Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader
Change 3171165 on 2016/10/21 by Peter.Sauerbrei
revert out the memory changes for platform file cache for mobile
#jira UE-36835
Change 3171112 on 2016/10/21 by Matt.Barnes
Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969.
#jira UEQATC-2969
Change 3171111 on 2016/10/21 by Mike.Beach
Mirroring CL 3171084 form Dev-BP
Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin.
#jira UE-37642
Change 3170980 on 2016/10/21 by patrickr.donovan
Motion controller test content update - further updates to combat thumbstick noise.
#jira UE-29618
Change 3170965 on 2016/10/21 by Mitchell.Wilson
Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS
#jira UE-37105
Change 3170905 on 2016/10/21 by Marc.Audy
Fix AActor::Serialize crash if a null in the owned components array
#jira UE-37641
Change 3170838 on 2016/10/21 by Ben.Woodhouse
Integrate crash fix from main CL3162008
Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead.
#jira UE-37216
Change 3170815 on 2016/10/21 by Jamie.Dale
Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs
FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers.
This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle.
#jira UE-37519
Change 3170784 on 2016/10/21 by Mitchell.Wilson
Changing a material in TM-Reflections level
#jira UE-29618
Change 3170668 on 2016/10/21 by Mitchell.Wilson
Updated defaulteditor.ini to resolve cook failure for UBlueprint.
#jira UE-37648
Change 3170595 on 2016/10/21 by Chris.Wood
Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter.
[UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter
#jira UE-37132
Change 3170395 on 2016/10/21 by Robert.Manuszewski
UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled.
#jira UE-37617
Change 3170367 on 2016/10/21 by Allan.Bentham
Prevent overflow of bright pixels during DoF calc.
#jira UE-31755
Change 3170363 on 2016/10/21 by Robert.Manuszewski
Fixing crashes when cancelling async loading
#jira UE-37634
Change 3170362 on 2016/10/21 by Robert.Manuszewski
Fixing MallocBinned2 crashes on 32-bit platforms.
#jira UE-37326
Change 3170280 on 2016/10/21 by Jack.Porter
Fix for landscape not rendering in Player Collision view mode after toggling G.
#jira UE-37576
Change 3170202 on 2016/10/21 by Dmitriy.Dyomin
Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping
#jira UE-37628
Change 3170160 on 2016/10/20 by Aaron.McLeran
#jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features
Implementing CL 3169422 in 4.14
Change 3170029 on 2016/10/20 by Aaron.McLeran
#jira UE-37004
#jira UE-37005
Fixing stat soundwaves
Implementing 3154264 from Dev-Framework
Change 3170024 on 2016/10/20 by Aaron.McLeran
#jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions
Implementing the CL from Dev-Framework
Change 3169869 on 2016/10/20 by Arne.Schober
duplicated:
CL 3169845
#jira UE-35937
Change 3169810 on 2016/10/20 by Steve.Cano
Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well
#ue4
#android
#jira UE-22440
Change 3169635 on 2016/10/20 by Mike.Beach
Mirroring CL 3169443 from Dev-BP
Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14).
#jira UE-37605
Change 3169618 on 2016/10/20 by Mitchell.Wilson
rebuilt lighting for all levels in Content Examples
#jira UE-37570
Change 3169447 on 2016/10/20 by Peter.Sauerbrei
fix for double quotes causing arguments to not be sent correctly to rsync
#jira UE-37018
Change 3169362 on 2016/10/20 by tim.gautier
Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget
#jira abc-123
Change 3169244 on 2016/10/20 by Chris.Babcock
Update to new CodeWorks for Android 1R5
#jira UE-37554
#ue4
#android
Change 3169240 on 2016/10/20 by Jon.Nabozny
#rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior).
#jira UE-37488
Change 3169155 on 2016/10/20 by Peter.Sauerbrei
fix for incorrect characters in bundle id when project has underscores in the name
#jira UE-36436
Change 3169127 on 2016/10/20 by Allan.Bentham
Fix android vulkan compile error with dev builds
#jira abc-123
Change 3169058 on 2016/10/20 by Allan.Bentham
Flush command buffer during init to fix vulkan crash when rendering thread is enabled.
Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms.
#jira UE-36452
Change 3169049 on 2016/10/20 by Peter.Sauerbrei
fix for minimum ios version in base ini file
#jira UE-37034
Change 3168910 on 2016/10/20 by Jack.Porter
Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown
#jira UE-36944
Change 3168906 on 2016/10/20 by Dmitriy.Dyomin
Fixed: Black rendering on Galaxy S4 PowerVR
#jira UE-37567
Change 3168858 on 2016/10/20 by Richard.TalbotWatkin
Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds.
#jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322]
Change 3168826 on 2016/10/20 by Richard.TalbotWatkin
Duplicated from //UE4/Dev-Editor, CL 3156473
Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265.
#jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538]
Change 3168335 on 2016/10/19 by Michael.Trepka
Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging.
#jira UE-37418
Change 3168307 on 2016/10/19 by Rolando.Caloca
UE4.14 - Integrate changes from 3051720 and 3057522
[RENDERING] [!]
Revert fix in GPU skin cache (original CL 2722034)
- Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache.
#jira UE-37545
Change 3168201 on 2016/10/19 by Peter.Sauerbrei
fix for urls with queries not working correctly
#jira UE-35090
Change 3168200 on 2016/10/19 by Mitchell.Wilson
Re-saved multiple cloth assets to resolve building adjacency information warnings.
Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation.
Re-saved multiple assets to resolve empty engine version warnings.
#jira UE-37537
Change 3168174 on 2016/10/19 by Alan.Noon
#jira UE-37534
deleted unnecessary files from Photorealistic Character project
Change 3168160 on 2016/10/19 by Arne.Schober
duplicated:
fixes for velocity render pass
CL 3166370
CL 3166799
#jira UE-37362
Change 3168136 on 2016/10/19 by Alan.Noon
#jira UE-37534
Initial add of Photorealistic Character Sample project
Change 3168127 on 2016/10/19 by Peter.Sauerbrei
fix for IOS_7 not being found
#jira UE-37034
Change 3167886 on 2016/10/19 by patrickr.donovan
#jira UE-37242
TLDR; Test content updates.
Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary.
Change 3167882 on 2016/10/19 by samuel.proctor
Updating asset for Profiler Heatmap testing
#jira UE-29618
Change 3167868 on 2016/10/19 by Dmitry.Rekman
Linux: disable XGE on Windows (UE-37446).
- XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes.
Also fix build breakage with clang 3.8.1.
- always_inline was still applied to debug builds and as such was ignored.
#jira UE-37446
(Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14)
Change 3167832 on 2016/10/19 by Mitchell.Wilson
Reconnected 'TopMaterial' in multiple materials to resolve warnings.
Rebuilt lighting and saved levels.
#jira UE-37529 UE-37535
Change 3167688 on 2016/10/19 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve warnings.
Rebuilt lighting and saved all levels.
#jira UE-29678 UE-37526
Change 3167616 on 2016/10/19 by Marc.Audy
Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656.
#jira UE-37517
Change 3167585 on 2016/10/19 by Jamie.Dale
Re-enabled all-cultures upload to OneSky so we prime translations correctly
#jira UE-37518
Change 3167579 on 2016/10/19 by Jamie.Dale
Fixed text render component regression with custom MIDs
#jira UE-37305
Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt
Fixed realtime rendering in editor viewport being disabled when simulating in editor
#jira UE-37466
Change 3167498 on 2016/10/19 by Mitchell.Wilson
Re-saving multiple blueprints with nodeguid warnings.
Cleared preview mesh for materials with string asset reference warnings.
Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings.
#jira UE-30840
Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt
Fix for disappearing menus in lastest windows 10 build
#jira UE-36752
Change 3167311 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#jira UE-37496
Change 3167206 on 2016/10/19 by Matthew.Griffin
Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed
Change 3167205 on 2016/10/19 by Matthew.Griffin
Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
[CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
// Note: blend logic has to match ordering in FCompareFProjectedShadowInfoBySplitIndex. For example the fade plane blend mode requires that shadow to be rendered first.
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
// use R and G in Light Attenuation
if ( bUseFadePlane )
{
// alpha is used to fade between cascades, we don't don't need to do BO_Min as we leave B and A untouched which has translucency shadow
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 . BlendState = TStaticBlendState < CW_RG , BO_Add , BF_SourceAlpha , BF_InverseSourceAlpha > : : GetRHI ( ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
}
else
{
// first cascade rendered doesn't require fading (CO_Min is needed to combine multiple shadow passes)
// RTDF shadows: CO_Min is needed to combine with far shadows which overlap the same depth range
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 . BlendState = TStaticBlendState < CW_RG , BO_Min , BF_One , BF_One > : : GetRHI ( ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
}
}
else
{
if ( bMobileModulatedProjections )
{
bool bEncodedHDR = IsMobileHDR32bpp ( ) & & ! IsMobileHDRMosaic ( ) ;
if ( bEncodedHDR )
{
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 . BlendState = TStaticBlendState < > : : GetRHI ( ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
}
else
{
// Color modulate shadows, ignore alpha.
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 . BlendState = TStaticBlendState < CW_RGB , BO_Add , BF_Zero , BF_SourceColor , BO_Add , BF_Zero , BF_One > : : GetRHI ( ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
}
}
else
{
// use B and A in Light Attenuation
// CO_Min is needed to combine multiple shadow passes
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 . BlendState = TStaticBlendState < CW_BA , BO_Min , BF_One , BF_One , BO_Min , BF_One , BF_One > : : GetRHI ( ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
}
}
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
void FProjectedShadowInfo : : SetBlendStateForProjection ( FGraphicsPipelineStateInitializer & GraphicsPSOInit , bool bProjectingForForwardShading , bool bMobileModulatedProjections ) const
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
{
SetBlendStateForProjection (
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 ,
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
GetLightSceneInfo ( ) . GetDynamicShadowMapChannel ( ) ,
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
IsWholeSceneDirectionalShadow ( ) ,
CascadeSettings . FadePlaneLength > 0 & & ! bRayTracedDistanceField ,
bProjectingForForwardShading ,
bMobileModulatedProjections ) ;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
void FProjectedShadowInfo : : SetupFrustumForProjection ( const FViewInfo * View , TArray < FVector4 , TInlineAllocator < 8 > > & OutFrustumVertices , bool & bOutCameraInsideShadowFrustum ) const
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
bOutCameraInsideShadowFrustum = true ;
2014-11-11 16:25:37 -05:00
2014-03-14 14:13:41 -04:00
// Calculate whether the camera is inside the shadow frustum, or the near plane is potentially intersecting the frustum.
if ( ! IsWholeSceneDirectionalShadow ( ) )
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
OutFrustumVertices . AddUninitialized ( 8 ) ;
2014-11-11 16:25:37 -05:00
// The shadow transforms and view transforms are relative to different origins, so the world coordinates need to be translated.
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
const FVector PreShadowToPreViewTranslation ( View - > ViewMatrices . GetPreViewTranslation ( ) - PreShadowTranslation ) ;
2014-11-11 16:25:37 -05:00
2014-03-14 14:13:41 -04:00
// fill out the frustum vertices (this is only needed in the non-whole scene case)
2015-04-13 12:42:09 -04:00
for ( uint32 vZ = 0 ; vZ < 2 ; vZ + + )
2014-03-14 14:13:41 -04:00
{
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for ( uint32 vY = 0 ; vY < 2 ; vY + + )
2014-03-14 14:13:41 -04:00
{
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for ( uint32 vX = 0 ; vX < 2 ; vX + + )
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{
const FVector4 UnprojectedVertex = InvReceiverMatrix . TransformFVector4 (
FVector4 (
2015-04-13 12:42:09 -04:00
( vX ? - 1.0f : 1.0f ) ,
( vY ? - 1.0f : 1.0f ) ,
( vZ ? 0.0f : 1.0f ) ,
2014-11-11 16:25:37 -05:00
1.0f
)
2014-03-14 14:13:41 -04:00
) ;
const FVector ProjectedVertex = UnprojectedVertex / UnprojectedVertex . W + PreShadowToPreViewTranslation ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
OutFrustumVertices [ GetCubeVertexIndex ( vX , vY , vZ ) ] = FVector4 ( ProjectedVertex , 0 ) ;
2014-03-14 14:13:41 -04:00
}
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
const FVector ShadowViewOrigin = View - > ViewMatrices . GetViewOrigin ( ) ;
const FVector ShadowPreViewTranslation = View - > ViewMatrices . GetPreViewTranslation ( ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
const FVector FrontTopRight = OutFrustumVertices [ GetCubeVertexIndex ( 0 , 0 , 1 ) ] - ShadowPreViewTranslation ;
const FVector FrontTopLeft = OutFrustumVertices [ GetCubeVertexIndex ( 1 , 0 , 1 ) ] - ShadowPreViewTranslation ;
const FVector FrontBottomLeft = OutFrustumVertices [ GetCubeVertexIndex ( 1 , 1 , 1 ) ] - ShadowPreViewTranslation ;
const FVector FrontBottomRight = OutFrustumVertices [ GetCubeVertexIndex ( 0 , 1 , 1 ) ] - ShadowPreViewTranslation ;
const FVector BackTopRight = OutFrustumVertices [ GetCubeVertexIndex ( 0 , 0 , 0 ) ] - ShadowPreViewTranslation ;
const FVector BackTopLeft = OutFrustumVertices [ GetCubeVertexIndex ( 1 , 0 , 0 ) ] - ShadowPreViewTranslation ;
const FVector BackBottomLeft = OutFrustumVertices [ GetCubeVertexIndex ( 1 , 1 , 0 ) ] - ShadowPreViewTranslation ;
const FVector BackBottomRight = OutFrustumVertices [ GetCubeVertexIndex ( 0 , 1 , 0 ) ] - ShadowPreViewTranslation ;
2014-03-14 14:13:41 -04:00
const FPlane Front ( FrontTopRight , FrontTopLeft , FrontBottomLeft ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
const float FrontDistance = Front . PlaneDot ( ShadowViewOrigin ) ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3091903)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3072947 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game texture.
#review-3072934 @marcus.wassmer
#jira UE-34045
Change 3073301 on 2016/08/02 by Ben.Woodhouse
Fix for large spotlight culling precision issues, reported on UDN by Aaron Jacobs at Double Fine. For a full description, see the UDN post
https://udn.unrealengine.com/questions/305440/shadowed-light-flicker-caused-by-floating-point-pr.html
#jira UE-34052
Change 3073689 on 2016/08/02 by Ben.Woodhouse
Improved skin postprocess - support for full resolution, with diffuse/spec lighting combined into single RGBA (sharing chroma)
Full res lighting gives less temporal AA flickering, sharper diffuse and specular lighting in the surface (since this is now at full resolution), faster postprocessing if using a 64-bit rendertarget (on NV 980Ti).
Checkerboard rendering is controlled via the r.sss.checkerboard cvar. - 0 is off/full res, 1 is checkerboard, 2 is automatic based on scenecolor (non-checkerboard requires 64bit or more rendertarget w/separate alpha)
Tested/profiled on PC, PS4
Change 3074666 on 2016/08/02 by Daniel.Wright
Fixed stationary skylight brightness
Change 3074667 on 2016/08/02 by Daniel.Wright
Fixed r.ReflectionEnvironmentLightmapMixing
Change 3074687 on 2016/08/02 by Daniel.Wright
Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor.
Change 3075241 on 2016/08/03 by Rolando.Caloca
DR - Fix linux compile issue & static analysis warning
Change 3075746 on 2016/08/03 by Daniel.Wright
Removed bOverride_AntiAliasingMethod and outdated ini references to PP AntiAliasingMethod
Change 3075783 on 2016/08/03 by Ryan.Brucks
#code.review Marcus.Wassmer
Added two material nodes that return Atmospheric Light Vector and Light Direction using:
View.AtmosphericFogSunColor
View.AtmosphericFogSunDirection
Nodes are called:
AtmosphericLightVector
AtmosphericLightColor
Also changed SceneRendering.cpp so that values will be grabbed from directional lights without needing an Atmospheric Fog actor in the scene.
Change 3075969 on 2016/08/03 by Uriel.Doyon
Material GUIDs are not updated anymore when parents or textures change.
Lighting now uses a hash built from the list of parents, textures and shader functions.
#review-3072980 @marcus.wassmer @daniel.wright
Change 3076116 on 2016/08/03 by Ryan.Brucks
#code.review marcus.wassmer
Fixed typo in the Caption of new Nodes "Atmospheric Light Vector" and "Atmospheric Light Color"
Change 3076456 on 2016/08/03 by Rolando.Caloca
DR - Fix geometry shader gl_Layer for SPIR-V
Change 3076730 on 2016/08/03 by Uriel.Doyon
Added user warning logic for the texture streaming build. Ran in MapCheck, BeginPlay and PreSave.
#review-3072984 @marcus.wassmer
Change 3077616 on 2016/08/04 by Daniel.Wright
Planar reflection show flags can now be edited
Change 3077621 on 2016/08/04 by Daniel.Wright
Changed default Planar Reflection DistanceFromPlaneFadeoutEnd from 600 to 100, which reduces artifacts and is a more intuitive initial setting
Change 3077792 on 2016/08/04 by Daniel.Wright
Fixed an unnecessary sky capture caused by the sky light component owned by the default ASkyLight
Change 3077799 on 2016/08/04 by Daniel.Wright
Skip RF_ArchetypeObject for reflection captures
Change 3077876 on 2016/08/04 by Marc.Olano
Noise material perf improvements
Change random number generator for Gradient-ALU (1.7x perf boost), improve speed of Voronoi noise quality level 3.
Removes integer BBS random number generators. Fewer instructions, but too slow to use (see 1.7x perf boost above)
Change 3077884 on 2016/08/04 by Daniel.Wright
Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
Change 3078994 on 2016/08/05 by Simon.Tovey
Fix for UE-34241
Scene proxy ptr was being cached during a downcast.
Inside a call to CreateDynamicData, CheckMaterialUsage_Concurrent() was causing the scene proxy to be recreated an so the cached ptr was stale.
I've fixed the immediate issue but recreating the scene proxy here doesn't seem great. Maybe CheckMaterailUsage() should be rethought a bit.
Change 3079162 on 2016/08/05 by Ben.Woodhouse
Fix for jittering in Paper2D. Was caused by override being ignored due to a change in intiialization order for AA settings.
#jira UE-34091
Change 3079613 on 2016/08/05 by Daniel.Wright
New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
New blueprint function CreateRenderTarget2D
Change 3079708 on 2016/08/05 by Uriel.Doyon
Fixed crash when building texture streaming on some levels.
Change 3079795 on 2016/08/05 by Uriel.Doyon
Fixed issue with instanced static meshes when building texture streaming.
Fixed typo with func "GetNumTextureStreamingPrimitives"
Change 3079806 on 2016/08/05 by Uriel.Doyon
Enabled PerTexture MipBias. The per texture mip bias now resets to 0 when the texture gets required at low resolution.
New scalability setting named "r.Streaming.LimitPoolSizeToVRAM" enabling the PoolSize to be limited the available VRAM
(according to GPoolSizeVRAMPercentage)
#review-3074662 @marcus.wassmer
Change 3082698 on 2016/08/09 by Daniel.Wright
Copy - CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
Change 3082699 on 2016/08/09 by Daniel.Wright
Changed display name for 'Two Sided' shading model to 'Two Sided Foliage' to make it clear what it's intended to be used for
Change 3083909 on 2016/08/10 by Olaf.Piesche
#jira UE-34106
#jira UE-32784
#jira UE-31198
Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)
Change 3084645 on 2016/08/10 by Olaf.Piesche
#jira UE-30398
Fix offset added to particle collision locations.
Change 3084709 on 2016/08/10 by Daniel.Wright
Copy - Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
Change 3084783 on 2016/08/10 by Rolando.Caloca
DR - Use the first targeted rhi shader platform as the initial RHI to load on Windows
#jira UE-34510
Change 3084958 on 2016/08/10 by Daniel.Wright
Copy - Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
Change 3086023 on 2016/08/11 by Marcus.Wassmer
Merging //UE4/Dev-Main@3085468 to Dev-Rendering (//UE4/Dev-Rendering)
#test none
Change 3086778 on 2016/08/11 by Ben.Woodhouse
Workaround for fortnite character rendering issue. Enable checkerboard rendering by default until we can fix properly
#jira UE-34561
Change 3087404 on 2016/08/12 by Rolando.Caloca
DR - Upgrade glslang to 1.0.21.1
- Added some more debug output
Change 3087524 on 2016/08/12 by Rolando.Caloca
DR - vk - Fixed StencilRef, fixed size of RHIReadSurfaceFloatData (but still returns dummy data)
Change 3087663 on 2016/08/12 by Rolando.Caloca
DR - vk - Fix for SRGB; support for mip texture views
Change 3087735 on 2016/08/12 by Daniel.Wright
TextureRenderTarget2D's can now be up to 8192^2. Anything over 2048 pops up an 'are you sure' dialog.
Change 3087750 on 2016/08/12 by Rolando.Caloca
DR - vk - Minor renaming in prep for merge
Change 3087813 on 2016/08/12 by Rolando.Caloca
DR - vk - More minor cleanup
Change 3087819 on 2016/08/12 by Chris.Bunner
Check material function input types directly, no need to traverse connected graph.
#jira UE-32134
Change 3087901 on 2016/08/12 by Rolando.Caloca
DR - vk - Fix RT view to use 1 mip
Fix depth buffer component swizzle
Change 3088193 on 2016/08/12 by Daniel.Wright
DFAO and RTDF shadows are enabled in High and Epic scalability settings by default
Change 3088988 on 2016/08/15 by Rolando.Caloca
DR - Add Accessors
Change 3089104 on 2016/08/15 by Olaf.Piesche
#jira UE-34241
Sceneproxy can be nullptr in FDynamicMeshEmitterData::Init if the proxy is being recreated
Change 3089208 on 2016/08/15 by Daniel.Wright
Downsampled separate translucency uses a separate view uniform buffer with correct buffer sizes
* Fixes WorldPosition in downsampled translucency
* View uniform buffer parameters are now cached on the view, to allow recreating the uniform buffer without having to rebuild the entire struct. Currently used by global distance field, downsampled separate translucency.
* Fixed the downsampled translucency depth buffer being full res used together with a smaller color target, now they are both the downsampled res
Change 3089209 on 2016/08/15 by Daniel.Wright
Fixed atmospheric fog on translucency
Change 3089457 on 2016/08/15 by Daniel.Wright
Fixed lighting build failure from UMaterialInstanceDynamic assigned to a mesh that's being exported to Lightmass. The Swarm cache entry is created using the parent's guid, causing multiple MID's with the same parent to acquire a file handle multiple times which fails after the first.
Change 3089549 on 2016/08/15 by Daniel.Wright
UMaterialInterface initializes LightingGuid to something valid - causes UMaterialInstanceDynamic to have a valid LightingGuid so they can be used in lighting builds
Change 3089703 on 2016/08/15 by Daniel.Wright
Custom expression fixup for View.RenderTargetSize
Change 3090546 on 2016/08/16 by Daniel.Wright
Hopeful fix for recycled snapshot view crash
Change 3091202 on 2016/08/16 by Daniel.Wright
Manually clear FViewInfo::CachedViewUniformShaderParameters on creating a snapshot, since memcpy is used to create the snapshot view
[CL 3091931 by Gil Gribb in Main branch]
2016-08-17 11:38:13 -04:00
const FPlane Right ( BackBottomRight , BackTopRight , FrontTopRight ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
const float RightDistance = Right . PlaneDot ( ShadowViewOrigin ) ;
2014-03-14 14:13:41 -04:00
const FPlane Back ( BackTopLeft , BackTopRight , BackBottomRight ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
const float BackDistance = Back . PlaneDot ( ShadowViewOrigin ) ;
2014-03-14 14:13:41 -04:00
const FPlane Left ( FrontTopLeft , BackTopLeft , BackBottomLeft ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
const float LeftDistance = Left . PlaneDot ( ShadowViewOrigin ) ;
2014-03-14 14:13:41 -04:00
const FPlane Top ( BackTopRight , BackTopLeft , FrontTopLeft ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
const float TopDistance = Top . PlaneDot ( ShadowViewOrigin ) ;
2014-03-14 14:13:41 -04:00
const FPlane Bottom ( FrontBottomRight , FrontBottomLeft , BackBottomLeft ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
const float BottomDistance = Bottom . PlaneDot ( ShadowViewOrigin ) ;
2014-03-14 14:13:41 -04:00
// Use a distance threshold to treat the case where the near plane is intersecting the frustum as the camera being inside
// The near plane handling is not exact since it just needs to be conservative about saying the camera is outside the frustum
const float DistanceThreshold = - View - > NearClippingDistance * 3.0f ;
2014-11-11 16:25:37 -05:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
bOutCameraInsideShadowFrustum =
2014-03-14 14:13:41 -04:00
FrontDistance > DistanceThreshold & &
RightDistance > DistanceThreshold & &
BackDistance > DistanceThreshold & &
LeftDistance > DistanceThreshold & &
TopDistance > DistanceThreshold & &
BottomDistance > DistanceThreshold ;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
}
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
void FProjectedShadowInfo : : SetupProjectionStencilMask (
FRHICommandListImmediate & RHICmdList ,
const FViewInfo * View ,
const TArray < FVector4 , TInlineAllocator < 8 > > & FrustumVertices ,
bool bMobileModulatedProjections ,
bool bCameraInsideShadowFrustum ) const
{
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
FDrawingPolicyRenderState DrawRenderState ( * View ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3186067 on 2016/11/03 by Daniel.Wright
Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved
Change 3186069 on 2016/11/03 by Daniel.Wright
Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high
Change 3186084 on 2016/11/03 by Mark.Satterthwaite
Duplicate 3172511:
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3186089 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3169764:
Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
#jira FORT-27627
Change 3186113 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183807:
Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
#jira FORT-31649
Change 3186116 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183823:
Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.
Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
#jira FORT-31649
Change 3186818 on 2016/11/04 by Chris.Bunner
PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii).
Change 3186979 on 2016/11/04 by Rolando.Caloca
DR - Misc minor cleanup
Change 3187169 on 2016/11/04 by Uriel.Doyon
Incremental insertion of level data between PostLoad and AddToWorld
Change 3187205 on 2016/11/04 by Mark.Satterthwaite
Compile fixes for iOS.
Change 3187389 on 2016/11/04 by Uriel.Doyon
Fix for possible stall when loading hidden level
Change 3187598 on 2016/11/04 by Michael.Trepka
MetalViewport compile fix
Change 3187678 on 2016/11/04 by Uriel.Doyon
Fix for landscape grass textures not being streamed in correctly.
Change 3187731 on 2016/11/04 by Rolando.Caloca
DR - Start making type safe some cross compiler enums
Change 3187824 on 2016/11/04 by Rolando.Caloca
DR - clang compile fix
Change 3187953 on 2016/11/04 by Rolando.Caloca
DR - vk - Mac compile fix
Change 3188696 on 2016/11/07 by Mark.Satterthwaite
Another iOS compile fix for new MetalViewport validation code.
Change 3188906 on 2016/11/07 by Rolando.Caloca
DR - Show permutation of LUTBlender
Change 3189094 on 2016/11/07 by Chris.Bunner
Fix RemoveAAJitter from projection matrix.
#jira UE-37701, UE-38003
Change 3189134 on 2016/11/07 by Daniel.Wright
Fix for CreateRenderTarget2D called in construction script during cooking
Change 3189145 on 2016/11/07 by Chris.Bunner
Follow-up to CL 3186818, export UMaterialExpressionVectorNoise.
Change 3189239 on 2016/11/07 by Daniel.Wright
Added show flag for Contact Shadows, disabled in planar reflections
Change 3189252 on 2016/11/07 by Daniel.Wright
Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading
Change 3189406 on 2016/11/07 by Mark.Satterthwaite
Really fix the last of the iOS compile errors from changes to the MetalViewport code.
Change 3190854 on 2016/11/08 by Ben.Woodhouse
XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash)
#jira UE-34264
#fyi james.golding
#fyi keith.judge
Change 3190962 on 2016/11/08 by Olaf.Piesche
Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues
Change 3191959 on 2016/11/09 by Uriel.Doyon
Removed some static primitives from the dynamic primitive handler for texture streaming.
Change 3193122 on 2016/11/10 by Chris.Bunner
Always update non-preview material resources for use in code preview.
#jira UE-38223
Change 3193190 on 2016/11/10 by Gil.Gribb
UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame.
#jira UE-36379
Change 3193523 on 2016/11/10 by Uriel.Doyon
Fixed incorrect section bounds used for texture streaming.
Change 3193962 on 2016/11/10 by Uriel.Doyon
Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time.
Change 3193974 on 2016/11/10 by Uriel.Doyon
New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU.
Change 3194109 on 2016/11/10 by Uriel.Doyon
Another patch on material bounds used for texture streaming.
Change 3194665 on 2016/11/11 by Chris.Bunner
Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles.
Change 3194734 on 2016/11/11 by Rolando.Caloca
DR - vk - Simplified some texture casting
Change 3194867 on 2016/11/11 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3195176 on 2016/11/11 by Chris.Bunner
Fixed incorrectly updated NVAPI error.
Change 3195425 on 2016/11/11 by Uriel.Doyon
Fixed possible invalid level reference in the texture streamer
Change 3196512 on 2016/11/14 by Gil.Gribb
Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3196750 on 2016/11/14 by Marcus.Wassmer
Fix ordering problem with GPU cache transitions
Change 3196815 on 2016/11/14 by Daniel.Wright
Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS
Change 3196818 on 2016/11/14 by Daniel.Wright
Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory
Change 3196819 on 2016/11/14 by Daniel.Wright
Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes.
Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers
Change 3197243 on 2016/11/14 by Uriel.Doyon
Async Task For Updating static component LastRender time
#jira UE-24268
Change 3197359 on 2016/11/14 by Daniel.Wright
Added Inscattering Texture controls to ExponentialHeightFog
* When InscatteringColorCubemap is specified, directional light inscattering is disabled
* Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance
* Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match)
* Fog shader permutations based on what feature is enabled
Change 3198419 on 2016/11/15 by Chris.Bunner
PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls.
HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions.
Exposed RHICreateTargetableShaderResource3D.
Moved some (translucent) volume rendering helpers to allow access in Slate.
Change 3198822 on 2016/11/15 by Daniel.Wright
Mac compile fix
Change 3199509 on 2016/11/15 by Uriel.Doyon
Added support for viewmode param asset name (and note just param value).
Used to investigate texture streamer behavior.
Change 3199578 on 2016/11/15 by Rolando.Caloca
DR - Add some shader resource tables to SCW when running with -directcompile
Change 3199698 on 2016/11/15 by Rolando.Caloca
DR - vk - Refactor shader & descriptor bindings
Change 3199712 on 2016/11/15 by Rolando.Caloca
DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader
Change 3199717 on 2016/11/15 by Rolando.Caloca
DR - vk - Show hitching PSO info again
Change 3199750 on 2016/11/15 by Rolando.Caloca
DR - SCW clang compile fixes
Change 3200353 on 2016/11/16 by Rolando.Caloca
DR - vk - Mac fix
Change 3200358 on 2016/11/16 by Chris.Bunner
Only allow UI composition on platforms we currently use it.
Change 3200823 on 2016/11/16 by Chris.Bunner
Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing.
#jira UE-38699
Change 3200947 on 2016/11/16 by Mark.Satterthwaite
Fix UE-38695 by not trying to resize the viewport on the wrong thread.
#jira UE-38695
Change 3201069 on 2016/11/16 by Daniel.Wright
Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors
Change 3201346 on 2016/11/16 by Brian.Karis
Temporal AA fix for correct edge gradients.
Filtering now combined with importance sampling.
Enabled Catmull-Rom resolve filter. Results are now slightly sharper.
Fixed antighosting. Will yet require a dilation to be perfect.
Optimized bicubic filtering to 5 taps instead of 9.
Cleaned out unused code.
Change 3201369 on 2016/11/16 by Brian.Karis
Bicubic texture sample
Change 3201522 on 2016/11/16 by Rolando.Caloca
DR - vk - Fix static analysis issues
Change 3201878 on 2016/11/17 by Chris.Bunner
Temporarily disable Nvapi HDR error logging.
#jira UE-38529
Change 3202108 on 2016/11/17 by Simon.Tovey
Assets with easy repro for flickering particles bug
Change 3202181 on 2016/11/17 by Rolando.Caloca
DR - vk - CIS android fix
Change 3202325 on 2016/11/17 by Ben.Woodhouse
Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850)
Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash)
#jira UE-34264
Change 3204394 on 2016/11/18 by Guillaume.Abadie
PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke)
#br Ben.Woodhouse
Change 3204428 on 2016/11/18 by Guillaume.Abadie
Fixes a couple of issues in decals:
* Crash in FDecalDrawingPolicyFactory::DrawMesh()
* ActorPostion material expression
* PixelNormalWS material expression
* Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE
#jira UE-38327, UE-38158, UE-37818, UE-37350
Change 3204429 on 2016/11/18 by Uriel.Doyon
Darker default undefined accuracy.
Reenabled the texture streaming build in the build all.
Change 3204458 on 2016/11/18 by Chris.Bunner
Shader truncation warnings fix.
Change 3204459 on 2016/11/18 by Chris.Bunner
Engine 'Passthrough' material fuction fix. V4 is now actually a V4.
Change 3204460 on 2016/11/18 by Chris.Bunner
Correctly handle some known Nvapi warnings.
#jira UE-38529
Change 3204653 on 2016/11/18 by Marc.Olano
Helper functions for tiled textures
Checking in for Ryan Brucks
Change 3204863 on 2016/11/18 by Arne.Schober
DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation
Change 3204939 on 2016/11/18 by Arne.Schober
DR - Make clang happy
Change 3204968 on 2016/11/18 by Arne.Schober
DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset.
Change 3206293 on 2016/11/21 by Uriel.Doyon
New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields.
Set to true when the streamer can possibly load a mip in the near future.
#jira UE-37787
Change 3206551 on 2016/11/21 by Chris.Bunner
Added material update context when forcing all shaders to recompile.
#jira UE-38481
Change 3206644 on 2016/11/21 by Benjamin.Hyder
Updating Planar Reflection example in TM-Shadermodels.
Change 3206899 on 2016/11/21 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3206900 on 2016/11/21 by Rolando.Caloca
DR - Added missing strings for shader formats
Change 3206983 on 2016/11/21 by Rolando.Caloca
DR - vk - Support for SV_Coverage
Change 3207237 on 2016/11/22 by Simon.Tovey
Exporting particle module base and a couple of child classes as it's commonly requested.
#test compiles
Change 3207241 on 2016/11/22 by Gil.Gribb
Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3207520 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //Fortnite/Main@3206301
Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
#jira FORT-31616
#code_review keith.judge
Change 3207541 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //fortnite/Main@3207422
* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
#jira UE-38609
Change 3207654 on 2016/11/22 by Chris.Bunner
Don't flag 16-bit PNG/JPG textures as sRGB on import.
#jira UE-30279
Change 3208434 on 2016/11/22 by Rolando.Caloca
DR - vk - UAV transitions
Change 3208490 on 2016/11/22 by Chris.Bunner
Break material code sharing when we detect an unresolvable loop.
By default change IsResultMA loop detection to stop on functions as we can determine type definitively.
Unified IsResultMA detection across switch nodes.
Change 3208860 on 2016/11/23 by Rolando.Caloca
DR - vk - Fix some format issues
Change 3209265 on 2016/11/23 by Arne.Schober
DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface,
We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object.
One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType.
And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState.
Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface.
Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now)
Change 3209305 on 2016/11/23 by Guillaume.Abadie
Fix contact shadow's assemption on objects thickness
Change 3209334 on 2016/11/23 by Brian.Karis
Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense.
Change 3209903 on 2016/11/24 by Guillaume.Abadie
Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL
Change 3209973 on 2016/11/24 by Ben.Woodhouse
Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/)
Change 3210023 on 2016/11/24 by Uriel.Doyon
Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate.
#jira UE-37210
Change 3210026 on 2016/11/24 by Ben.Woodhouse
Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing
Change 3210049 on 2016/11/24 by Ben.Woodhouse
Fix mac build
Change 3210071 on 2016/11/24 by Uriel.Doyon
Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled.
#jira UE-37542
Change 3210374 on 2016/11/25 by Ben.Woodhouse
* Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled)
* Move Decal rendertarget manager function implementations out of the header.
#jira UE-38879
Change 3210390 on 2016/11/25 by Uriel.Doyon
Fixed cubemap resourcesize not taking into account mipgen settings
#jira UE-37045
Change 3210407 on 2016/11/25 by Uriel.Doyon
"resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data.
That can be used in combination with -buildlighting.
Change 3210563 on 2016/11/27 by Rolando.Caloca
DR - vk - Integrate cached memory fixes and PF_D24 format fix
#jira UE-39025
PR #2974
Change 3210564 on 2016/11/27 by Rolando.Caloca
DR - Fix for GL linker
PR #2975
#jira UE-39029
Change 3210592 on 2016/11/27 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3210597 on 2016/11/27 by Rolando.Caloca
DR - vk - Prep for staging UB copies to GPU memory
Change 3210600 on 2016/11/27 by Rolando.Caloca
DR - vk - Extract generic range code
Change 3210613 on 2016/11/27 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitOnDispatch
Change 3211054 on 2016/11/28 by Rolando.Caloca
DR - vk - Missing reference
Change 3211330 on 2016/11/28 by Chris.Bunner
Shader compile error for max texture coordinate count on skinned meshes.
Change 3211384 on 2016/11/28 by Arne.Schober
DR - Enforce move on EnqueueRenderCommand Lambda
Change 3211431 on 2016/11/28 by Gil.Gribb
Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3211738 on 2016/11/28 by Gil.Gribb
IWYU fixes after merge
Change 3212231 on 2016/11/28 by Richard.Wallis
Fix build errors
Change 3212253 on 2016/11/28 by Richard.Wallis
Remove MacGraphicsSwitching plugin.
#jira UE-37640
Change 3212310 on 2016/11/28 by Rolando.Caloca
DR - vk - Update glslang to 1.0.33.0
Change 3212446 on 2016/11/28 by Guillaume.Abadie
Implements PreviousFrameSwitch material expression
Change 3212594 on 2016/11/28 by Arne.Schober
DR - Fix missing include
Change 3212681 on 2016/11/29 by Rolando.Caloca
DR - vk - Auto flush for compute shader
Change 3213000 on 2016/11/29 by Gil.Gribb
temp fix for PF_MAX
Change 3213161 on 2016/11/29 by Ben.Woodhouse
Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714
Using:
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/...
Changes from UE4-DX12:
*** CL 3183818 ***
Update D3D12 RHI to 4.14:
- Merged changes from Epic up until 10/20/16
- Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win.
I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time.
I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory.
-Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared.
-Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones.
-Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch.
-Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this.
-Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call.
I improved and cleaned up high freqency call stacks like:
- RHISetShaderTexture
- RHISetShaderResourceViewParameter
- RHISetShaderParameter
- RHISetUAVParameter
In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc.
-Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early.
This work involved a couple changes:
1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count
2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed).
-Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call.
-Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12.
-Delay load D3D12.dll and add root signature 1.1 support.
-Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members.
*** CL 3183824 ***
Fix the D3D12 RHI after integrating UE 4.14 updates:
- Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list.
- Fixed a spelling error
- Removed the need for bForceState, we use dirty bits now
*** CL 3183830 ***
- GetDebugFlags RHI extension, needed by XB1 movie player.
- Only query memory info if stats are enabled
- Add support for the engine's new RHISubmitCommandsAndFlushGPU function
- Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter.
*** CL 3183837 ***
Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects.
*** CL 3183931 ***
Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0)
*** CL 3183978 ***
Update UBT Windows build settings:
- Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Delay load D3D12.dll and add root signature 1.1 support.
*** CL 3184132 ***
Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837.
*** Changelist 3211714 ***
Update D3D12 RHI with fixes:
- Check if we can reserve slots in GatherUniqueSamplerTables
- DirtyState more often in StateCache
- Remove InternalSetSamplerState. The alternate function isn't used.
- Allow MRTClear for arrays with holes in them
- Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range
- Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily.
- Resource transitions: go through Common between queues (3D <--> Compute)
- Fix initial state for placed resources.
- Merging epic
Change 3213250 on 2016/11/29 by Chris.Bunner
GBufferHints tooltip fix.
#jira UE-39103
Change 3213345 on 2016/11/29 by Gil.Gribb
more IWYU fallout
Change 3213676 on 2016/11/29 by Rolando.Caloca
DR - Fix incorrect texture getting cleared
Change 3213728 on 2016/11/29 by Rolando.Caloca
DR - Lambda-ize
Change 3214461 on 2016/11/29 by Ben.Woodhouse
Rollout August QFE4 XDK (required for latest DX12 changes on XB1)
Change 3215317 on 2016/11/30 by Daniel.Wright
PS4 compile fix
Change 3216343 on 2016/11/30 by Arne.Schober
DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals.
Change 3216844 on 2016/12/01 by Ben.Woodhouse
Fix for static analysis warnings after discussion with Microsoft
Change 3216916 on 2016/12/01 by Gil.Gribb
Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3217385 on 2016/12/01 by Arne.Schober
DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass
Change 3217464 on 2016/12/01 by Ben.Woodhouse
Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor
#jira UE-39225
Change 3217534 on 2016/12/01 by Arne.Schober
DR - Fix Merge conflict
Change 3217581 on 2016/12/01 by Rolando.Caloca
DR - Fix assert on debug
Change 3217741 on 2016/12/01 by Benjamin.Hyder
Duplicate audio fix.
Change 3217890 on 2016/12/01 by Rolando.Caloca
DR - Fix widget not rendering properly when hidden
#jira UE-39221
Change 3218129 on 2016/12/01 by Arne.Schober
DR - UE-39214 - Lod dither value as accidently cached accross the static draw list.
Change 3218759 on 2016/12/02 by Guillaume.Abadie
Fixes editor compositing bug caused by alpha through post processing change 3209903
#jira UE-39221
[CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
2014-03-14 14:13:41 -04:00
// Depth test wo/ writes, no color writing.
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
DrawRenderState . SetDepthStencilState ( TStaticDepthStencilState < false , CF_DepthNearOrEqual > : : GetRHI ( ) ) ;
DrawRenderState . SetBlendState ( TStaticBlendState < CW_NONE > : : GetRHI ( ) ) ;
2014-05-30 07:58:05 -04:00
2014-03-14 14:13:41 -04:00
// If this is a preshadow, mask the projection by the receiver primitives.
2014-10-30 17:07:15 -04:00
if ( bPreShadow | | bSelfShadowOnly )
2014-03-14 14:13:41 -04:00
{
2014-10-20 10:43:43 -04:00
SCOPED_DRAW_EVENTF ( RHICmdList , EventMaskSubjects , TEXT ( " Stencil Mask Subjects " ) ) ;
2014-03-14 14:13:41 -04:00
2016-06-17 20:25:37 -04:00
// If instanced stereo is enabled, we need to render each view of the stereo pair using the instanced stereo transform to avoid bias issues.
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3056808)
#lockdown Nick.Penwarden
#rb The Forces of Good and Evil, twixt the realms from which bugs doth come
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3026722 on 2016/06/24 by Chad.Taylor
IStereoLayers SteamVR initial implementation
Change 3027397 on 2016/06/24 by Chad.Taylor
SteamVR stereo layer texture updating rework. It now upadtes textures from the render thread and supports "continous update"
Change 3033004 on 2016/06/29 by Nick.Whiting
Integrating GoogleVR plugin from Google branch
Change 3033248 on 2016/06/29 by Sam.Zamani
Copying //Tasks/UE4/Dev-VR-Online to Dev-VR (//UE4/Dev-VR)
Merged up to cl #3029677 from //depot/Partners/Oculus/UE4-Research/4.12-dev/Engine/Source/Runtime/Online/...
Added PacketHandler module dependency to new OnlineSubsystemOculus module
Replaced std::move usage with UE equivalent MoveTemp
Trigger OnLoginStatusChanged delegate during login/logout processing of FOnlineIdentityOculus
Implemented Oculus unique net id creation from string and byte*
Added OnlineSubsystemOculus module as a dependency for QAGame testing
Make sure to always call completion delegates in FOnlineFriendsOculus
Trigger success OnMatchmakingComplete delegate in FOnlineSessionOculus::StartMatchmaking
Fixed shadowed variable PlayerId in FOnlineSessionOculus::OnRoomInviteAccepted
Split out 32/64bit dll dependencies of LibOVRPlatform
Replaced "unsigned long long" with UE equivalent "uint64"
Replaced "unsigned int" with UE equivalent "uint32"
Change 3033490 on 2016/06/29 by Jeff.Fisher
UE-32601
Changed from Flush to FlushImmediate when switching from rendering one eye buffer to the other on GoogleVR because we are trying to clear the immediate RHI command list.
Change 3034920 on 2016/06/30 by Chad.Taylor
PSVR ApplyMorpheusReprojection support for separate texture per stereo eye.
Change 3038640 on 2016/07/05 by Chad.Taylor
Fixing Morpheus "HasValidTrackingPosition" to actually return true when tracking is valid.
Change 3038940 on 2016/07/06 by Nick.Whiting
Haptics Refactor: Adding support for multiple types of haptics effect, defined by their data format (curves, buffer, sound waves)
Change 3040512 on 2016/07/06 by Chad.Taylor
Fix for CopyOverOtherViewportsIfNeeded that was selecting an incorrect FSceneView. This was picking the wrong hmd mesh for render and causing strange flickering.
Change 3041314 on 2016/07/07 by Nick.Whiting
Extending core hand types for motion tracking controllers to have external camera tracking available, as well as Special_1 - 9 for systems like STEM that have multiple special packs.
Change 3041353 on 2016/07/07 by Nick.Whiting
Modifying SteamVR HMD detection check to use a lighter weight function that doesn't launch the compositor
Change 3043516 on 2016/07/08 by Chad.Taylor
PSVR A3D Sound fix
Change 3043808 on 2016/07/08 by Nick.Whiting
Fixing issue with SteamVR plugin starting while trying to detect connected HMDs, fix for editor quitting when VR Compositor quits
Change 3043840 on 2016/07/09 by Nick.Whiting
OSVR Updated plugin, from Sensics
Change 3043958 on 2016/07/09 by Nick.Whiting
Oculus 1.5 Support Integration
Change 3045493 on 2016/07/11 by Ryan.Vance
Copying //UE4/Dev-VR-InstancedStereo to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
PS4 multi-view copy up
Change 3046896 on 2016/07/12 by Ryan.Vance
#jira UE-30842
We need to also late update ShadowViewMatrices, otherwise we compute an incorrect volume for translucent lighting which manifests as flickering.
Note: I'm not bothering to check the r.Shadow.FreezeCamera cvar here, as debugging shadowing *in vr* is probably not a case we need to support.
Change 3047272 on 2016/07/12 by Ryan.Vance
#jira UE-30278
We need to forward the eye index interpolator along.
Also removed a superfluous call to resolve view.
Change 3048060 on 2016/07/13 by Nick.Whiting
Integrating CL 3045721 from //depot/Partners/Google/AndroidVR-DevVR
Upgrade Android and iOS GVR SDK to the latest.
Fix the flipped vignette issue when using Unreal's post processing distortion.
Change the Daydream & Cardboard mode to use scanline racing.
Deprecate the ability to turn off individual UI elements.
Change 3048151 on 2016/07/13 by Nick.Whiting
Integrating small controller initialization fix from AndroidVR-DevVR branch
Change 3048363 on 2016/07/13 by Ryan.Vance
Fix for crash with HMDs when the adapter description isn't found. Crashing case was having monitors plugged into one adapter, and an HMD plugged into another, which caused a gap in AdapterDescription array, which later crashed in FindAdapter.
Change 3048783 on 2016/07/13 by Chad.Taylor
Fixing up SteamVR's -vr to mimic the same behavior as Oculus and use the appropriate resolution
#jira UE-30173
Change 3049101 on 2016/07/13 by Chad.Taylor
Part 2 of: Fixing up SteamVR's -vr to mimic the same behavior as Oculus and use the appropriate resolution.
Had to defer setting of the viewport size to occur after we have a valid Window.
#jira UE-30173
Change 3050707 on 2016/07/14 by Nick.Whiting
Fix for motion controllers on remote clients responding to local motion controllers
Change 3051043 on 2016/07/14 by Nick.Whiting
Stub funcitonality to allow for rebasing based on other external trackers
Change 3051882 on 2016/07/15 by Nick.Whiting
Moving OnlineSubsystemOculus to a plugin, instead of a module
Change 3053772 on 2016/07/18 by Chad.Taylor
Code cleanup: Removing defunct IStereoRendering methods
Change 3054515 on 2016/07/18 by Chad.Taylor
Changing HMD resolution resizing to no longer occur in "Windowed" mode because its causing an issue in VR Preview
#jira UE-33341
Change 3056435 on 2016/07/19 by Jeff.Fisher
UES-2981
UEVR-13
Implemented VRHeadsetLost and VRHeadsetReconnected Delegates for Morpheus (Playstation VR).
https://udn.unrealengine.com/questions/301886/trying-to-use-vrheadsetlost-and-vrheadsetreconnect.html
#review-3056100 @nick.whiting
Change 3056491 on 2016/07/19 by Chad.Taylor
Audio thread assertion from HandlePause being called on the game thread. Submitting on behalf of Aaron McLeran
#jira UE-33360
[CL 3057155 by Nick Whiting in Main branch]
2016-07-20 01:48:44 -04:00
const bool bIsInstancedStereoEmulated = View - > bIsInstancedStereoEnabled & & ! View - > bIsMultiViewEnabled & & View - > StereoPass ! = eSSP_FULL ;
2016-06-17 20:25:37 -04:00
if ( bIsInstancedStereoEmulated )
{
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3088355 on 2016/08/13 by Max.Preussner
Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643)
#jira UE-34643
Change 3088331 on 2016/08/13 by Max.Preussner
Media: Fixed Failing to load Precached Media Source (UE-34285)
#jira UE-34285
Change 3088202 on 2016/08/12 by Zabir.Hoque
Porting DX12 Fix from MS:
Update D3D12 RHI for 4.13
- Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables.
#jira UE-0
Change 3088149 on 2016/08/12 by Mark.Satterthwaite
Duplicate CL #3087991:
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088131 on 2016/08/12 by Chris.Babcock
Fix iterative deploy for new ADB
#jira UE-34638
#ue4
#android
Change 3088106 on 2016/08/12 by Dan.Oconnor
Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references
#jira UE-34564
Change 3088099 on 2016/08/12 by Zabir.Hoque
Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done.
#Jira UE-27026
Change 3088072 on 2016/08/12 by Max.Chen
Sequencer: Level editor camera cut flag is now a one way gate
This resolves issues to do with the flag being erroneously reset by external forces.
#jira UE-33875
Change 3088031 on 2016/08/12 by Jeff.Campeau
Fix WinXP build issues in WmfMedia and SteamVR plugins.
#jira UE-32421
Change 3088025 on 2016/08/12 by Tom.Looman
Updated VR Template with new VR device ID blueprint node.
#jira ue-34592
Change 3088023 on 2016/08/12 by Tom.Looman
Added PS Move input handling support to VR Template.
#jira UE-34188
Change 3087989 on 2016/08/12 by Michael.Trepka
Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts.
#jira UE-34581
Change 3087907 on 2016/08/12 by mason.seay
New test assets for sub instance testing
#jira UE-29618
Change 3087812 on 2016/08/12 by Maciej.Mroz
#jira UE-34247 Nativized UMG assets not visible
Redone cl#3087726 from Dev-Blueprints
Change 3087810 on 2016/08/12 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor
Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library.
Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes.
#review-3087760 @nick.whiting
#jira UEVR-13
Change 3087795 on 2016/08/12 by Mitchell.Wilson
Added project thumbnail to subway sequencer.
Added thumbnails to subway sequencer levels.
Re-saved multiple files to resolve empty engine version and nodeguid warnings.
#jira UE-34521 UE-34519
Change 3087730 on 2016/08/12 by Michael.Trepka
Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml
#jira UE-34548
Change 3087699 on 2016/08/12 by Jeff.Campeau
Make resource generation fault tolerant of unset config values.
#jira UE-34614
Change 3087690 on 2016/08/12 by Mitchell.Wilson
Added a thumbnail for the BlueprintRenderToTarget level.
#jira UE-34544
Change 3087688 on 2016/08/12 by Marc.Audy
Fix headshot crash when tearing down physics when not registered
#jira UE-32935
Change 3087615 on 2016/08/12 by Ben.Woodhouse
Fix for crash in shadowsetup when frustum is invalid
#jira UE-33014
Change 3087607 on 2016/08/12 by Max.Chen
Sequencer: Fix Import/Export FBX
- Import FBX now maps arbitrary float properties as well as the transform
- Import/Export FBX now consistently operates on selected nodes or all nodes
- Fixed exported node names so that they're consistent with Sequencer node names
#jira UETOOL-534
Change 3087586 on 2016/08/12 by Chris.Babcock
Add HUAWEI_Mali device model recognition for Vulkan
#jira UE-34610
#ue4
#android
Change 3087529 on 2016/08/12 by Jurre.deBaare
Fix for crash when start index != 0 and sampling at a different rate
#jira UE-34637
Change 3087519 on 2016/08/12 by Ben.Marsh
Pass the -ignorejunk flag on to child UBT instance when running a clean.
Change 3087455 on 2016/08/12 by Jurre.deBaare
Alembic importer plugin needs proper logo
#fix Replaced icon with inverted official Alembic logo
#jira UE-34474
Change 3087360 on 2016/08/12 by Ben.Marsh
Print out the UBT command line before running it, to help diagnose -ignorejunk problem.
Change 3087285 on 2016/08/12 by Lina.Halper
- Add which animation it fails to compress
- Make sure it doesn't go in there unless you have skeleton
#jira: UE-34490
Change 3087237 on 2016/08/12 by Alex.Delesky
#jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene.
Change 3087215 on 2016/08/12 by danny.bouimad
#jira UE-29618 updated QA-AnimProfiles again...
Change 3087212 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated TM-PhysicalAnimProfiles again
Change 3087200 on 2016/08/12 by Robert.Manuszewski
Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway.
#jira UE-34373
Change 3087188 on 2016/08/12 by Matthew.Griffin
Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore
Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually
Change 3087160 on 2016/08/12 by Ben.Marsh
Propagate the -ignorejunk option when we're building UHT as a child process in UBT.
Change 3087148 on 2016/08/12 by Ben.Marsh
Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change.
Change 3087143 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder.
Change 3087140 on 2016/08/12 by Steve.Robb
GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs
I have no evidence that this actually fixes anything, but it doesn't harm anything to add it...
#jira UE-29286
Change 3087139 on 2016/08/12 by Steve.Robb
Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed.
This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module.
#jira UE-31575
Change 3087107 on 2016/08/12 by Jurre.deBaare
Alembic Import with empty first frame will cause the editor to crash
#jira UE-34515
#fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects
#misc added a static const value indicating the first frame instead of hardcoded 0 array accesors
#misc check condition fix in Runnable
#misc log now adds new page named after the imported Alembic file
Change 3087079 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Corrupted level package on loading cooked content
#jira UE-34591
Change 3087063 on 2016/08/12 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3087048 on 2016/08/12 by Matthew.Griffin
Changed Launcher Samples to create aggregate from property to avoid error in preflights
Only notify about Launcher Samples trigger in non-preflight builds
Change 3086985 on 2016/08/12 by Maciej.Mroz
#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]
Redone cl#3083825 from Dev-Blueprints
Change 3086960 on 2016/08/12 by Matthew.Griffin
Prevent Build DDC command from making DDC for platforms that aren't supported by project
#jira UEB-698
Change 3086945 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition
#jira UE-18291
Change 3086904 on 2016/08/11 by Lina.Halper
Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f
#jira: UE-34570
Change 3086891 on 2016/08/11 by Lina.Halper
DUPEFIX: CL 3086544 from Michael Noland
Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
#jira UE-34223
#tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...
#tests (from Lina H) started the test project from JIRA and PIE, and no crash.
Change 3086837 on 2016/08/11 by Nick.Whiting
Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation
#jira UE-32564
Change 3086797 on 2016/08/11 by Dmitry.Rekman
Linux: fix crash on editor exit (UE-30795, UE-7519).
- FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that.
#jira UE-30795
Change 3086735 on 2016/08/11 by Richard.TalbotWatkin
Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now.
#jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash
Change 3086726 on 2016/08/11 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : 2DVR
2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen.
-Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary.
#jira UEVR-13
#review-3086004 @chad.taylor @nick.whiting
Change 3086652 on 2016/08/11 by Dmitry.Rekman
Linux: re-enable ICU (UE-34012).
- Built static libs against libc++; disabled using dynamic ones.
- Fixes lack of rich text formatting.
#jira UE-34012
Change 3086648 on 2016/08/11 by Nick.Whiting
Adding support for getting the HMD Device name from code / blueprints
#jira UE-31785
Change 3086589 on 2016/08/11 by Chad.Taylor
Fixing Vive resolution on packaged builds
#jira UE-34535
Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt
Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead.
#jira UE-34397
Change 3086529 on 2016/08/11 by Marc.Audy
Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default)
#jira UE-34287
Change 3086376 on 2016/08/11 by Peter.Sauerbrei
remove cached file handle from iOS and Android to save memory during loads
#jira UE-31720
Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt
Guard against crash with corrupted editor layouts
#jira UE-34364
Change 3086345 on 2016/08/11 by Dan.Oconnor
ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time)
#jira UE-34380
Change 3086272 on 2016/08/11 by Cody.Albert
Updating First Person templates to fix cook errors
#jira UE-22726
Change 3086259 on 2016/08/11 by Nick.Whiting
Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used
#jira UE-31617
Change 3086202 on 2016/08/11 by Marcus.Wassmer
Duplicate 3086176 to fix broken shaderpipelines on PS4
#jira UE-34540
Change 3086080 on 2016/08/11 by mason.seay
Test animbp for sub anim instances
#jira UE-29618
Change 3086062 on 2016/08/11 by Tom.Looman
Migrate from //depot/usr/ into Release-4.13 for VR Template.
#jira ue-34533
Change 3086032 on 2016/08/11 by Mike.Beach
Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it).
#jira UE-34350
Change 3086025 on 2016/08/11 by Olaf.Piesche
#jira UE-32058
Replicating fix from 3050352
Change 3085969 on 2016/08/11 by John.Pollard
CIS fix
#jira UE-30516
Change 3085819 on 2016/08/11 by Jurre.deBaare
bForceOneSmoothingGroup not working for skeletal meshes
#fix Added check for forced smoothing group and calculate normals accordingly
#misc Spotted some non-referenced const TArrays being passed to CalculateTangents
#jira UE-34555
Change 3085799 on 2016/08/11 by Ben.Marsh
Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing.
Change 3085763 on 2016/08/11 by Daniel.Lamb
Fix for circular initialization of a singleton on android causing hang when using cook on the fly.
#jira UE-34442
Change 3085717 on 2016/08/11 by Dmitry.Rekman
Linux: better messaging around Steam initialization (UE-32052).
- Also added a standalone test.
#jira UE-32052
Change 3085715 on 2016/08/11 by Chris.Bunner
Dropped check to an ensure as there's existing handling for invalid assets in that case.
#jira UE-23902
Change 3085714 on 2016/08/11 by Olaf.Piesche
#jira UE-30398
Fix offset added to particle collision locations.
Replicated from 3084645 in Dev-Rendering
Change 3085713 on 2016/08/11 by Chris.Babcock
Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now)
#jira UE-33840
#ue4
#android
#ios
#opengl
Change 3085711 on 2016/08/11 by Olaf.Piesche
#jira UE-34106
#jira UE-32784
#jira UE-31198
Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)
Replicated from 3083909 in Dev-Rendering
Change 3085707 on 2016/08/11 by Matthew.Griffin
Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue
Change 3085656 on 2016/08/11 by Marc.Audy
PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker)
#jira UE-32418
#jira UE-33617
Change 3085641 on 2016/08/11 by Lina.Halper
Fixed invalid compressed track data
- need a better solution and added ticket for 4.14 - UE-34547
#jira: UE-34077
Change 3085606 on 2016/08/11 by Max.Preussner
Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381)
#jira UE-34381
Change 3085568 on 2016/08/11 by Maciej.Mroz
#jira UE-34436 Ensures when copy/pasting linked anim bp nodes
FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).
Change 3085532 on 2016/08/11 by Peter.Sauerbrei
fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC
#jira UE-30335
Change 3085528 on 2016/08/11 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#jira UE-34543
Change 3085418 on 2016/08/11 by Maciej.Mroz
#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults
Redone cl#3084313 from Dev-Blueprints
Change 3085395 on 2016/08/11 by John.Pollard
Don't allow hot-reloading if we're running PIE instances
#jira UE-30516
Change 3085377 on 2016/08/11 by Tom.Looman
Added StarterMap (WIP) to resolve JIRA.
#jira ue-34311
Change 3085364 on 2016/08/11 by Ben.Woodhouse
Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur.
#jira UE-28561
Change 3085341 on 2016/08/11 by Dmitriy.Dyomin
Fixed: Creating Launcher Profile does not always shows all project available maps
#jira UE-33765
Change 3085336 on 2016/08/11 by Andrew.Rodham
Sequencer: Runtime instances are no longer updated when bluprints are recompiled
This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register
#jira UE-34499
Change 3085332 on 2016/08/11 by Dmitriy.Dyomin
Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication
#jira UE-26868
Change 3085331 on 2016/08/11 by Ben.Woodhouse
Fix for threading related crash with precomputed lighting volumes
#jira UE-34531
Change 3085323 on 2016/08/11 by Allan.Bentham
Remove android specific vulkan hack to recreate depth buffer's imageview.
#jira UE-33593
#jira UE-33336
Change 3085313 on 2016/08/11 by Thomas.Sarkanen
StopRecordingAnimation now uses the same maing logic as RecordAnimation
This prevents inconsisten behaviour between record and stop record commands
#jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor
Change 3085301 on 2016/08/11 by Allan.Bentham
Only allow gaussian DoF on mobile. Disable DoF for all other types.
#jira UE-34217
Change 3085292 on 2016/08/11 by Thomas.Sarkanen
Revert change to force shipping dlls in shipping builds
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3085291 on 2016/08/11 by Matthew.Griffin
Added nodes for Linux Editor, DDC and installed build
Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products
Change 3084973 on 2016/08/10 by Jeff.Campeau
Use relative settings for ShooterGame manifest
Package creation checks Xbox One target settings in Engine instead of Game config
#jira UE-33808
Change 3084932 on 2016/08/10 by patrickr.donovan
#jira UE-29618
SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing.
Change 3084886 on 2016/08/10 by Daniel.Wright
Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
#jira UE-33238
Change 3084878 on 2016/08/10 by Jeff.Campeau
UFE launch command is generated with all devices requested instead of just the first.
#jira UE-34302
Change 3084860 on 2016/08/10 by Dmitry.Rekman
Fix CrashReportClient crashing on start (UE-32976, UE-34451).
- Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes.
#jira UE-32976
Change 3084756 on 2016/08/10 by Dmitry.Rekman
Linux: clean-up compiler settings logic (UE-22715).
- Includes parts of pull request #1704 by zaps166.
- Disables exceptions in most builds.
#jira UE-22715
Change 3084679 on 2016/08/10 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3084475
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
Change 3084614 on 2016/08/10 by Daniel.Wright
Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
#jira UE-34321
Change 3084607 on 2016/08/10 by Jeremiah.Waldron
Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP
Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur
Relates to:
#jira UE-34283
Change 3084586 on 2016/08/10 by Jeff.Campeau
Chunks don't assume they're done downloading at 100%.
#jira UE-34386
Change 3084552 on 2016/08/10 by Lina.Halper
Fix GetWorldFromContextObject to be used for another thread safer
: Guard to modify static variabls by another thread
#jira: UE-34416
Change 3084551 on 2016/08/10 by Mitchell.Wilson
Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP
Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level.
#jira UE-32855
Change 3084535 on 2016/08/10 by Mike.Beach
Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names.
#jira UE-34378
Change 3084526 on 2016/08/10 by Jeff.Campeau
Update XDK to August 2016
#jira UEPLAT-1374
Change 3084471 on 2016/08/10 by John.Pollard
Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown>
#jira UE-34295
Change 3084363 on 2016/08/10 by Marc.Audy
Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport
#jira UE-34101
Change 3084231 on 2016/08/10 by Michael.Trepka
Fixed a problem with the search box in blueprint context menu not getting focus on Mac
#jira UE-20884
Change 3084229 on 2016/08/10 by Dmitry.Rekman
Linux: remove hardcoded staged files (UE-24594).
#jira UE-24594
Change 3084215 on 2016/08/10 by Chris.Bunner
Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view.
#jira UE-31936
Change 3084052 on 2016/08/10 by Jurre.deBaare
Alembic skeletal mesh importer does not calculate correct smoothing groups
#fix follow same routine as regular smoothing group/normal calculation
#jira UE-34493
Change 3084029 on 2016/08/10 by Phillip.Kavan
[UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object.
Mirrored from //UE4/Dev-Blueprints (CL# 3082839).
#jira UE-34458
Change 3084027 on 2016/08/10 by Ben.Woodhouse
Fix for crash when applying BSP materials
This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread.
The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh.
#jira UE-31460
Change 3083981 on 2016/08/10 by Matthew.Griffin
Set Localization branch for Localise command to release version when running in the Release Branch
#jira UE-34471
Change 3083970 on 2016/08/10 by Max.Preussner
PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481)
#jira UE-33481
Change 3083918 on 2016/08/10 by Matthew.Griffin
Exclude UBT generated files from the installed build
Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt
Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material
#jira UE-34360
Change 3083890 on 2016/08/10 by Matthew.Griffin
Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage.
Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project.
#jira UE-34401
Change 3083873 on 2016/08/10 by Dmitry.Rekman
CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478).
#jira UE-34478
Change 3083862 on 2016/08/10 by Mitchell.Wilson
Rebuilt lighting on Advanced_Lighting level in Samples Content
#jira UE-34383
Change 3083792 on 2016/08/10 by Benn.Gallagher
PR #2671: Fix sub instance curve values. (Contributed by tmiv)
PR #2668: Sub inst post anim fix (Contributed by tmiv)
#jira UE-34162
#jira UE-34121
Change 3083775 on 2016/08/10 by Kevin.Rushin
QAGame - Updating VRLatency Testmap, Can freelook
#jira UE-29618
Change 3083771 on 2016/08/10 by Robert.Manuszewski
Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit.
#jira UE-34371
Change 3083742 on 2016/08/10 by Lee.Clark
4.13 - PS4 - Fix memory allocation sizes
#jira UE-33270
Change 3083732 on 2016/08/10 by Ben.Marsh
Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger.
Change 3083690 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Foliage instances are not included when exporting a scene to FBX
#jira UE-34214
Change 3083654 on 2016/08/10 by Keith.Judge
Fix analysis warnings. Simple change from Release() to SAFE_RELEASE().
#jira UE-23059
Change 3083646 on 2016/08/10 by Thomas.Sarkanen
Use shipping PhysX libs for installed builds
Copy fix from UE4Game.Target.cs to apply to all packaged games
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3083527 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Warning upon Undo/redo-ing of sculpting the landscape
#jira UE-34443
Change 3083502 on 2016/08/10 by Dmitriy.Dyomin
Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting
#jira UE-34417
Change 3083349 on 2016/08/09 by Daniel.Wright
Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0
#jira UE-31181
Change 3083167 on 2016/08/09 by Chad.Taylor
Null deref crash fix
#jira UE-33830
Change 3083144 on 2016/08/09 by Zabir.Hoque
Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite.
#jira UE-32980
Change 3083136 on 2016/08/09 by Chad.Taylor
Stripping out egregious log spam
#jira UE-34181
Change 3083116 on 2016/08/09 by John.Billon
Defaulting r.D3D.RemoveUnusedInterpolators to on.
#Jira UE-34461
Change 3083114 on 2016/08/09 by John.Billon
Fixing static analysis warning in NullRHI.
#Jira UE-34462
Change 3083070 on 2016/08/09 by Dmitry.Rekman
PR #2516: CMake improvements and fixes (UE-22233, UE-32136).
- Contributed by Nihlus.
- Contains PR #1668 by mgerhardy
Summary of changes (from PR):
- Fixed an issue where CMake build files would contain invalid targets
- Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion.
- Fixed an issue where invalid target platforms could fall through and cause issues with the file generation.
- Improved code readability throughout the generator. Can still use some more polish.
- Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects.
- Improved commenting throughout the generator. As with readability, can still use some more polish.
- Removed unused using statements.
- Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion.
- Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets.
#jira UE-22233
Change 3082999 on 2016/08/09 by Jeremiah.Waldron
Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases
#jira UE-34457
Change 3082993 on 2016/08/09 by mason.seay
Fixed level BP error and updated Reverb asset
#jira UE-29618
Change 3082981 on 2016/08/09 by Peter.Sauerbrei
disable roughness calculation for iOS metal
#jira UE-31815
Change 3082912 on 2016/08/09 by Chris.Babcock
Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now
#jira UE-34432
#ue4
#android
Change 3082875 on 2016/08/09 by Chris.Bunner
Lowered verbosity of mesh build warning when using MikkTSpace.
#jira UE-23903
Change 3082867 on 2016/08/09 by Trung.Le
VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses
#jira UE-34227
Change 3082818 on 2016/08/09 by Mike.Beach
Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert).
#jira UE-34430
Change 3082794 on 2016/08/09 by Lukasz.Furman
fixed gameplay debugger extensions activating during simulate in editor
#jira UE-33343
Change 3082760 on 2016/08/09 by Jamie.Dale
Scene viewports are now centered when re-entering windowed mode
#jira UE-32842
Change 3082744 on 2016/08/09 by Mitchell.Wilson
Resaving assets to resolve empty engine version warnings.
#jira UE-29746
Change 3082728 on 2016/08/09 by Ben.Marsh
BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger.
#jira UE-34329
Change 3082686 on 2016/08/09 by Marc.Audy
If the GameMode is not carried over as part of a seamless travel create it.
#jira UE-25569
Change 3082663 on 2016/08/09 by John.Billon
Fixed SubUVAnimation asset crash when texture source is cleared.
#Jira UE-34231
Change 3082650 on 2016/08/09 by John.Billon
Changed an ensure the NullRHI dealing with memory allocation to be a log message.
#Jira UE-32362
Change 3082644 on 2016/08/09 by Maciej.Mroz
#jira UE-34240 Match 3 nativization failure
Redone cl3082121 from Dev-Blueprints
Change 3082633 on 2016/08/09 by Maciej.Mroz
#jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172]
Redone cl3082414 from Dev-Blueprints
Change 3082606 on 2016/08/09 by Michael.Trepka
Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler.
#jira UE-34276
Change 3082579 on 2016/08/09 by Benn.Gallagher
CIS fix, missed removing a few #ifs
#jira UE-29180
Change 3082525 on 2016/08/09 by Tom.Looman
Removed Android from supported platforms in VR Template.
#jira UE-34189
Change 3082523 on 2016/08/09 by Tom.Looman
Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior)
Fixed typo in level text.
#JIRA UE-34422
Change 3082504 on 2016/08/09 by Jurre.deBaare
Crash importing alembic asset over itself after saving it in Content Browser
#fix Trivial nullptr + isValid fix
#jira UE-34418
Change 3082433 on 2016/08/09 by Tom.Looman
Updated list of supported platforms.
#jira UE-34189
Change 3082423 on 2016/08/09 by Mitchell.Wilson
Resaving levels to resolve MikkTSpace warnings
Updating collision on SM_Floor_Round
#jira UE-30786
Change 3082361 on 2016/08/09 by Keith.Judge
Xbox One - Fix a controller disconnection crash.
- This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early.
- Changed it to copy each connected pad object one at a time, which maintains the correct refcount.
- Possibly a VS2015 Update 3 bug.
#jira UE-33955
Change 3082341 on 2016/08/09 by Mitchell.Wilson
Reimporting SM_GodRay_Plane
Resaving levels to resolve MikkTSpace warnings
Resaving multiple materials to resolve warnings
#jira UE-34212
Change 3082313 on 2016/08/09 by Matthew.Griffin
Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build)
Change 3082294 on 2016/08/09 by Jurre.deBaare
Crash when importing an Alembic file with Materials as a different asset type than one that already exists
#fix Ensure that we have a valid material to assign to the assets
#jira UE-34377
Change 3082291 on 2016/08/09 by Jurre.deBaare
Unable to save Alembic asset with materials after importing more than once
#fix Make sure we delete referenced transient materials if they are not used
#jira UE-34400
Change 3082290 on 2016/08/09 by Jurre.deBaare
Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on
#fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14
#jira UE-34392
Change 3082274 on 2016/08/09 by Benn.Gallagher
Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms.
#jira UE-29780
Change 3082273 on 2016/08/09 by Benn.Gallagher
Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain
#jira UE-30827
Change 3082270 on 2016/08/09 by Benn.Gallagher
Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted.
#jira UE-29180
Change 3082257 on 2016/08/09 by Jurre.deBaare
Auto align floor mesh does not work in Persona
#fix Readded functionality for the auto alignment :)
#jira UE-34404
Change 3082239 on 2016/08/09 by Peter.Sauerbrei
make sure IPP and supporting dlls are all 64-bit
#jira UE-34408
Change 3082225 on 2016/08/09 by Mitchell.Wilson
Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize
Reimporting SM_GodRay_Plane
Saving all levels to resolve MikkTSpace warnings.
#jira UE-30787
Change 3082222 on 2016/08/09 by Rolando.Caloca
UE4.13 - Fix crash on opengl3
- Load proper shader map depending on feature level
- int interpolators require nointerpolation modifier
#jira UE-33879
Change 3082221 on 2016/08/09 by Benn.Gallagher
Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop
#jira UE-34384
Change 3082179 on 2016/08/09 by Ben.Woodhouse
Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders.
#jira UE-31461
Change 3082170 on 2016/08/09 by Graeme.Thornton
Manual copy of CL 3078836 from Dev-Core to Release-4.13
Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading
#jira UE-33909
Change 3082169 on 2016/08/09 by Graeme.Thornton
Make FLauncherTasks have unique names so we don't end up with stat name collisions
#jira UE-33849
Change 3082163 on 2016/08/09 by Matthew.Griffin
Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts
Added Checks for files that might not exist when creating Installed Build from Github etc.
Tag the published installed build zips
#jira UE-34249
Change 3082139 on 2016/08/09 by Ben.Marsh
BuildGraph: Allow writing a schema without passing a script in.
Change 3082109 on 2016/08/09 by Thomas.Sarkanen
Fixed blendspaces producing bad data when degenerate spaces are present
Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications.
#jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph
Change 3082080 on 2016/08/09 by Matthew.Griffin
Added notifications for available triggers
Change 3082054 on 2016/08/09 by Allan.Bentham
Quality level override changes to high QL are now correctly picked up.
#jira UE-22812
Change 3082049 on 2016/08/09 by Allan.Bentham
Update shaders when mobile preview device is changed.
#jira UE-22810
Change 3081866 on 2016/08/09 by Max.Chen
Fbx Export: Fix build.
#jira UETOOL-750
Change 3081863 on 2016/08/09 by Max.Chen
Fbx Export: Fix level sequence fbx export.
- Fix 3d transform track export so that it does the correct flipping for translation and rotation curves.
- Fix setting rich curve tangents and interpolation modes.
- Fix camera focal length export.
#jira UETOOL-750
Change 3081823 on 2016/08/08 by Dmitriy.Dyomin
Fixed: Crash when simulating in editor with a landscape actor selected
#jira UE-34367
#coderview Gareth.Martin
Change 3081647 on 2016/08/08 by Chad.Taylor
OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport
#jira UE-34352
Change 3081645 on 2016/08/08 by Zak.Middleton
#ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback.
#jira UE-30178
Change 3081639 on 2016/08/08 by Tyler.Cole
Update build scripts for WEX MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081616 on 2016/08/08 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements
-2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode.
-A new ini setting for morpheus bStartInVR has been added, it defaults to true.
#jira UEVR-13
#review-3081284 @chad.taylor @nick.whiting
Change 3081597 on 2016/08/08 by Tyler.Cole
Update build scripts for Ocean MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081476 on 2016/08/08 by Tyler.Cole
Update build script for UE4 Release-4.13 stream Fortnite MCP.
#jira NONE-0
Change 3081397 on 2016/08/08 by Josh.Adams
- Fixing more linux case issues in UT
#jira ue-33478
Change 3081391 on 2016/08/08 by Mitchell.Wilson
Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap
#jira UE-33843
Change 3081383 on 2016/08/08 by Aaron.McLeran
#jira UE-34081
Implementing CL 3076637 into 4.13
#tests run a procedural sound wave object test
Change 3081337 on 2016/08/08 by Aaron.McLeran
#jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- OR-26580
- Implementing CL 3071258 to 3.13
#tests ran paragon with change, no crashes
Change 3081335 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed memory leak in source resolver (UE-34385)
#jira UE-34385
Change 3081320 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed typo (UE-32421)
#jira UE-32421
Change 3081276 on 2016/08/08 by Mitchell.Wilson
Resaving asset to resolve MikkTSpace warning.
#jira UE-31116
Change 3081269 on 2016/08/08 by Dan.Oconnor
Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint
#jira UE-34324
Change 3081052 on 2016/08/08 by Dan.Oconnor
Making a change to test UE-34324
#jira UE-34324
Change 3081026 on 2016/08/08 by Daniel.Wright
Added a heightfield painting example to BlueprintRenderToTarget content example
#jira UE-34323
Change 3081025 on 2016/08/08 by Daniel.Wright
CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
#jira UE-34321
Change 3081023 on 2016/08/08 by Aaron.McLeran
#jira UE-34325 Implementing 3080958 in 4.13
- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.
#tests ran repro case described in bug several times without crashing (was 100% repro)
Change 3081020 on 2016/08/08 by Dan.Oconnor
Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties
#jira UE-26310
Change 3081010 on 2016/08/08 by Dan.Oconnor
Fix for losing root transform when recycling objects
#jira UE-28398
Change 3080972 on 2016/08/08 by Mark.Satterthwaite
Duplicate CL #3080684:
Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination.
#jira UE-21857
Change 3080971 on 2016/08/08 by Mark.Satterthwaite
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3080923 on 2016/08/08 by Michael.Trepka
When archiving on for Mac delete the dest icon if it exists before trying to call File.Move
#jira UE-33304
Change 3080919 on 2016/08/08 by samuel.proctor
Revised assets for Blueprint Debugging tests
#jira UE-29618
Change 3080878 on 2016/08/08 by Ben.Marsh
Fix sample build timeouts due to generating DDC using installed engine builds taking too long.
* New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead.
* Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead.
Change 3080849 on 2016/08/08 by Marc.Audy
Always stop matinee sounds when jumping around, not just if the sound changed.
#jira UE-31447
Change 3080843 on 2016/08/08 by Ben.Marsh
BuildGraph: Fix compile error due to duplicated variable name.
Change 3080840 on 2016/08/08 by Max.Chen
Fbx: Fix rich curve export being exported at the incorrect times when baked.
#jira UETOOL-750
Change 3080824 on 2016/08/08 by Max.Chen
Sequencer: Revert fix root component structure for level sequence actor.
#jira UE-34354
Change 3080819 on 2016/08/08 by Chad.Taylor
Merging Move and Vive haptic implementation from Dev-VR to Release-4.13
#jira UE-27886
Change 3080818 on 2016/08/08 by Jurre.deBaare
Crash when importing the same Alembic file but as a different Asset Type
#fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed)
#misc Typo
#jira UE-34293
Change 3080817 on 2016/08/08 by Jurre.deBaare
Crash when importing an Alembic file with Materials if it already exists
#fix Only create materials if they don't already exist
#jira UE-34300
Change 3080814 on 2016/08/08 by Jurre.deBaare
Crash when importing Alembic files as Skeletal Mesh
#fix Set the NumVertices variable that was re-added :)
#misc removed dead code
#jira UE-34288
Change 3080813 on 2016/08/08 by Jurre.deBaare
[CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices()
#fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs)
#jira UE-34294
Change 3080797 on 2016/08/08 by Dmitriy.Dyomin
Fix: Crash opening levels with landscape in them via the command console in standalone game
#jira UE-34348
Change 3080784 on 2016/08/08 by Jamie.Dale
We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering)
#jira UE-34298
Change 3080734 on 2016/08/08 by Matthew.Griffin
Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent
Change 3080685 on 2016/08/08 by Peter.Sauerbrei
fix for crash on tvOS and iOS when launching a project
#jira UE-34005
Change 3080683 on 2016/08/08 by Matthew.Griffin
Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built
Change 3080681 on 2016/08/08 by Matthew.Griffin
Corrected path separators for Mac DDC location, which was preventing it from being included in installed build
Change 3080675 on 2016/08/08 by Robert.Manuszewski
Fixing CIS on Clang platforms
#jira UE-34025
Change 3080674 on 2016/08/08 by Ben.Woodhouse
Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507
#jira UE-32651
Change 3080594 on 2016/08/08 by Keith.Judge
Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed.
#jira UE-31607
Change 3080573 on 2016/08/08 by Martin.Wilson
Fix Root Motion from Everything blending incorrectly when using layered blend per bone
#Jira UE-17815
Change 3080517 on 2016/08/08 by James.Golding
PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran)
#jira UE-34299, UE-34279
Change 3080512 on 2016/08/08 by Benn.Gallagher
Fix for dangling sub-instance pointers when reinstancing on AnimBP compile
#jira UE-34137
Change 3080510 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421)
#jira UE-32421
Change 3080509 on 2016/08/08 by Robert.Manuszewski
Added more detailed message when TArray's BulkSerialize fails.
#jira UE-34025
Change 3080506 on 2016/08/08 by Allan.Bentham
Do not set render target if there are no modulated shadows.
#jira UE-33252
Change 3080498 on 2016/08/08 by Keith.Judge
Fix D3D12.x link error.
#jira UE-34322
Change 3080493 on 2016/08/08 by Matthew.Griffin
Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run.
#jira UE-34073
Change 3080490 on 2016/08/08 by Maciej.Mroz
#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match
Redone cl# 3080484
Change 3080462 on 2016/08/08 by Allan.Bentham
Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required.
Fix initialisation errors introduced in CL 3070035.
#jira UE-34099
Change 3080242 on 2016/08/07 by Max.Chen
Sequencer: Fix to allow deleting spawnables from the viewport
#jira UE-28523
Change 3080241 on 2016/08/07 by Dmitriy.Dyomin
Fixed: StartCameraFade not fading camera when MobileHDR is off
#jira UE-34143
Change 3079990 on 2016/08/06 by andrew.porter
Changing defaults on some settings on M_Details for test case.
#jira UE-29618
Change 3079989 on 2016/08/06 by andrew.porter
Setting two sided off on M_Details material
#jira UE-29618
Change 3079986 on 2016/08/06 by phillip.patterson
Updated QA-Foliage for test case
#jira UE-29618
Change 3079984 on 2016/08/06 by andrew.porter
Adding test content for using sprites in UMG
#jira UE-29618
Change 3079879 on 2016/08/05 by Dmitry.Rekman
Remove HITCHHUNTER logspam from release UE (UE-30959).
#tests Compiled the UE4Editor.
#jira UE-30959
Change 3079815 on 2016/08/05 by Tyler.Cole
Set dependencies for Orion MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3079808 on 2016/08/05 by Daniel.Wright
BlueprintRenderToTarget content example map with interactable fluid surface
#jira UE-34323
Change 3079746 on 2016/08/05 by Daniel.Wright
Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
New blueprint function CreateRenderTarget2D
#jira UE-34321
Change 3079569 on 2016/08/05 by Mitchell.Wilson
Updating template tutorials after assets were moved to new folders
#jira UE-34139
Change 3079546 on 2016/08/05 by Ian.Shadden
#UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6
#jira UE-34316
Change 3079542 on 2016/08/05 by Mark.Satterthwaite
Duplicate CL #3079503:
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079472 on 2016/08/05 by Peter.Sauerbrei
fix for remote server name being empty stopping a build for a BP project in binary
fix for several error messages from platform requirements not stopping a build
#jira UE-34213
Change 3079453 on 2016/08/05 by Benjamin.Hyder
Updating QA_Materials to include Material Details example
#jira UE-29618
Change 3079389 on 2016/08/05 by Gareth.Martin
Missing file from CL 3079376:
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079384 on 2016/08/05 by Michael.Trepka
PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE)
#jira UE-29358
Change 3079376 on 2016/08/05 by Gareth.Martin
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079365 on 2016/08/05 by Peter.Sauerbrei
fix for executable name mismatch in plist vs actual executable when project has an underscore in the name
#jira UE-34192
Change 3079361 on 2016/08/05 by Ryan.Vance
#jira UE-34297
Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :)
Change 3079349 on 2016/08/05 by Mason.Seay
Deleting unneeded assets
#jira UE-29618
Change 3079306 on 2016/08/05 by Peter.Sauerbrei
IPP is now built as a 64-bit executable
#jira UE-26393
Change 3079303 on 2016/08/05 by Peter.Sauerbrei
PR2018 - disable user input request from ssh courtesy of Teivaz
#jira UE-26393
Change 3079276 on 2016/08/05 by mason.seay
Extended Line Trace For Convenient
#jira UE-29618
Change 3079274 on 2016/08/05 by Alex.Delesky
#jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons.
Change 3079273 on 2016/08/05 by Max.Chen
Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks.
#jira UE-34301
Change 3079254 on 2016/08/05 by Ori.Cohen
Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping.
#JIRA UE-34224
Change 3079242 on 2016/08/05 by Nick.Darnell
Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving.
#jira UE-34304
Change 3079129 on 2016/08/05 by Jurre.deBaare
#jira UE-34278
#fix Changed reimport path to be the same as geometry cache / skeletal mesh
Unable to reimport Alembic static meshes
#jira UE-34292
#fix Handle cancelled situation during reimport ui interaction
Cancelling the reimport of an Alembic file seems to confirm the action
#jira UE-34288
#fix Possible fix, flush rendering commands before importing
Crash when importing Alembic files as Skeletal Mesh
#jira UE-34282
#fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled
"Failed to Import" message when clicking Cancel on the Alembic Import Message
Change 3079127 on 2016/08/05 by Marc.Audy
Properly clean up all worlds when ending PIE while a seamless transition is active
#jira UE-33863
Change 3079107 on 2016/08/05 by Mike.Beach
Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact).
#jira UE-30548
Change 3079093 on 2016/08/05 by Jurre.deBaare
Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white
#fix Hide the environment and sky when showing vertex colours
#jira UE-34251
Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off
#fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings
#jira UE-34206
Change 3079090 on 2016/08/05 by Jurre.deBaare
Bad performance when changing (slider) values for the advanced preview scene
#fix Could not repro but added some more check if update needed checks
#jira UE-33496
Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting
#fix Add the rotational delta for the sky to the directional light rotation
#jira UE-34108
Change 3079088 on 2016/08/05 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work
#fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing
#jira UE-34127
Change 3079040 on 2016/08/05 by Max.Preussner
MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290)
Also made class properties blueprint read-writable
#jira UE-34290
Change 3078958 on 2016/08/05 by Marc.Audy
Don't ever reregister child actor components
Don't destroy child actors when hiding a level
#jira UE-31038
Change 3078954 on 2016/08/05 by ryan.brucks
#jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL
Change 3078952 on 2016/08/05 by Phillip.Kavan
[UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser.
change summary:
- modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop.
#jira UE-34085, UE-34169
Change 3078912 on 2016/08/05 by Andrew.Rodham
Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified
#jira UE-33875
Change 3078900 on 2016/08/05 by Lauren.Ridge
Fix for small Vive HMD movements entering VR mode
#jira UE-33970
Change 3078880 on 2016/08/05 by Jack.Porter
Cannot set GenerateOverlapEvents flag on Landscape
#jira UE-9055
Change 3078879 on 2016/08/05 by Lee.Clark
PS4 - Fix corrupted debuffer decals
(CMask wasn't getting decoded correctly)
#jira UE-34273
Change 3078871 on 2016/08/05 by Steve.Robb
Fix for changes to UObject*s in property boxes.
#jira UE-29596
Change 3078857 on 2016/08/05 by Max.Chen
Sequencer: Set Fixed frame interval playback to false by default.
#jira UE-34272
Change 3078850 on 2016/08/05 by mason.seay
Updated map to test physics mesh, added comments to level BP
#jira UE-29618
Change 3078795 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixed spawnables not responding to blueprint reinstance events
This ultimately left spawnable bindings broken, and an unreachable object in the world
#jira UE-31635
Change 3078786 on 2016/08/05 by Robert.Manuszewski
Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array.
#jira UE-33872
Change 3078782 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixes to "Create Camera Here" functionality
Fixed crash when undoing the "Create Camera Here" operation.
Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly)
Fixed issues when the cursor was outside of the play range
#jira UE-33127
Change 3078737 on 2016/08/05 by Andrew.Rodham
Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety
#jira UE-34256
Change 3078722 on 2016/08/05 by Ben.Woodhouse
Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481)
#jira UE-34269
Change 3078620 on 2016/08/05 by Dmitriy.Dyomin
Fixed: SunTemple geometry has rendering artifacts on low end devices
[Android_Low] devices will use 'Low' material quality level
#jira UE-22455
Change 3078584 on 2016/08/05 by James.Golding
Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging)
#jira UE-33675
Change 3078565 on 2016/08/05 by Jack.Porter
Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer.
#jira UE-33842
Change 3078564 on 2016/08/05 by James.Golding
Fix display name for bSupportUVFromHitResults to fix missingspace
#jira UE-34248
Change 3078542 on 2016/08/05 by Yannick.Lange
VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked.
#jira UE-32839
Change 3078541 on 2016/08/05 by Yannick.Lange
VR Editor : Fix linux compile error from VREditorAvatarActor
#jira UE-34215
Change 3078396 on 2016/08/04 by Max.Chen
Sequencer: Invalidate playback context when map changes.
#jira UE-34256
Change 3078291 on 2016/08/04 by Jeff.Campeau
RHI compress/decompress return success/failure
Failure falls back to software method
D3D12 for Xbox One still needs implementation
#jira UE-31363
Change 3078131 on 2016/08/04 by Chris.Babcock
Deal with missing Android movie framerate by defaulting to 30 if not available
#jira UE-34208
#ue4
#android
Change 3078084 on 2016/08/04 by John.Billon
Disabled AMD hacks Cvars that aren't needed anymore.
#Jira UE-30772
Change 3078083 on 2016/08/04 by John.Billon
Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets.
Added a couple of more ensures when allocating render targets.
Added log message when changing feature levels.
#Jira UE-32536
#Jira UE-32204
Change 3078039 on 2016/08/04 by Josh.Adams
- Fixed a case issue with Linux
#jira UE-33478
Change 3078029 on 2016/08/04 by Ryan.Vance
#jira UE-30989
We need to disable the hmd mask when down sampling to ensure valid input data for blur passes.
Change 3078027 on 2016/08/04 by Lina.Halper
Fix sequencer morphtarget displaying issue
#code review:Max.Chen
#jira: UE-28459
Change 3078012 on 2016/08/04 by mason.seay
map and asset updates for testing UV hit detection
#jira UE-29618
Change 3078009 on 2016/08/04 by Jamie.Dale
Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading
This prevents it being incorrectly set by other operations, such as counting memory used by font data.
#jira UE-34252
Change 3078006 on 2016/08/04 by Mark.Satterthwaite
Duplicate CL #3064008 & CL #3077412:
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3078002 on 2016/08/04 by John.Billon
Fixed LowLightMapQuality warning triggering with wrong conditions.
#Jira UE-33237
Change 3078001 on 2016/08/04 by John.Billon
Fixed a crash due to particle threading issues in packaged game.
#Jira UE-32147
Change 3077989 on 2016/08/04 by Rolando.Caloca
UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts.
#jira UE-34218
Change 3077940 on 2016/08/04 by Jeff.Campeau
Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir)
Include copies of the VS2015 runtime and UCRT
Change -applocaldir parameter to -applocaldirectory
Stage to engine and project binaries paths (for crash reporter, etc.)
#jira UE-33903
Change 3077936 on 2016/08/04 by Daniel.Wright
DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject
#jira UE-34183
Change 3077927 on 2016/08/04 by Lina.Halper
Fix issue with morphtarget not working due to invalid guid
#jira: UE-34077
Change 3077919 on 2016/08/04 by Daniel.Wright
Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
#jira UE-34245
Change 3077877 on 2016/08/04 by Ori.Cohen
Fix physical animation undo/redo not affecting linked bodies and constraints
#JIRA UE-33987
Change 3077823 on 2016/08/04 by Ori.Cohen
Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt)
#JIRA UE-33985
Change 3077814 on 2016/08/04 by Uriel.Doyon
Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all"
#jira UE-34120
#review-3077812
Change 3077781 on 2016/08/04 by Max.Chen
Sequencer: Fix crash in rotation key struct
#jira UE-34155
Change 3077771 on 2016/08/04 by Lina.Halper
Added const and removed auto
#jira: UE-33023
Change 3077702 on 2016/08/04 by Daniel.Wright
Copy - Planar reflection show flags can now be edited
#jira UE-34229
Change 3077585 on 2016/08/04 by Ori.Cohen
Fix spam when moving simulated skeletal mesh in the editor.
#JIRA UE-34164
Change 3077532 on 2016/08/04 by Tom.Looman
Fixed error in description of VR Template.
#jira ue-33950
Change 3077517 on 2016/08/04 by Tom.Looman
Fixed parsing error for FP_VirtualRealityBP
#jira UE-34059
Change 3077493 on 2016/08/04 by Tom.Looman
Updated Template description to remove GearVR reference and include more clear message on the two available maps.
#jira UE-33950
Change 3077492 on 2016/08/04 by Tom.Looman
Improvements to VR Template
Fixed teleportation issue on both locomotion types (JIRA)
Rebuilt navmesh for motioncontrollermap
Added new WIP startermap to clarify the difference between the multiple levels.
Added more comments and did some cleanup in BPs.
#jira UE-33962
Change 3077491 on 2016/08/04 by Jurre.deBaare
Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance
#fix Pass in complete path to save material to instead of just the name
#jira UE-34211
Change 3077481 on 2016/08/04 by Tom.Looman
Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config)
#jira ue-34143
Change 3077463 on 2016/08/04 by Ben.Woodhouse
Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off.
#jira UE-32843
Change 3077432 on 2016/08/04 by Steve.Robb
Removal of Fortnite-specific setting which disables hot reload.
#jira UE-33261
Change 3077380 on 2016/08/04 by Keith.Judge
Fix for green reflection environment in some maps.
- Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present()
- Fixed a validation error when locking cube map faces which was causing them not to be updated.
- Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error).
- Added a GPU/CPU sync at the same point the PS4 code does.
#jira UE-32086
Change 3077336 on 2016/08/04 by Mitchell.Wilson
removed r.Streaming.PoolSize from DefaultEngine.ini
Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning.
#jira UE-30941
Change 3077275 on 2016/08/04 by Phillip.Kavan
[UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop.
#jira UE-29903
Change 3077119 on 2016/08/04 by Marc.Audy
Use TickType All when in PIE
#jira UE-18982
Change 3077108 on 2016/08/04 by Jon.Nabozny
Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null.
This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing.
#jira UE-34032
Change 3077073 on 2016/08/04 by Jurre.deBaare
bBlendOverlappingNormals does not seem to have an impact for Alembic importing
#fix this wasn't being used in the normal calculation anymore so redundant
#jira UE-34204
Change 3077059 on 2016/08/04 by Robert.Manuszewski
Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split).
#jira UE-34200
Change 3077024 on 2016/08/04 by Thomas.Sarkanen
Added GetResourceSize to UDataAsset
Data assets now correctly report their size.
#jira UE-28851 - Fix mem reporting of DataTables
Change 3077001 on 2016/08/04 by Andrew.Rodham
Sequencer: Fixed sequencer adding spawnables into recorded worlds twice
The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world.
Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded.
#jira UE-31422
Change 3076995 on 2016/08/04 by Matthew.Griffin
Fixed Shadow Variable warning
Change 3076974 on 2016/08/04 by Matthew.Griffin
Added Node to build CrashReportClient for Linux that can be used by internal game targets
Change 3076820 on 2016/08/04 by Max.Chen
Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist).
#jira UE-34199
Change 3076665 on 2016/08/03 by Dan.Oconnor
Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false
#jira UE-18982
Change 3076569 on 2016/08/03 by Chad.Taylor
SteamVR GetOrthoProjection implementation to fix broken console rendering in VR
#jira UE-21424
Change 3076556 on 2016/08/03 by Aaron.McLeran
#jira UE-34154 PSVR Stereo assets are spatialized as MONO
- All audio was routing through A3D lib regardless of if it was mono/stereo etc.
- Fix is to only route audio that is mono and spatialized
- Fixed some compile errors/shadow variables
- Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library
Change 3076546 on 2016/08/03 by Aaron.McLeran
#jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
Implementing 3069092 in Release-4.13
- Not all active sounds have sound classes, was causing a crash
#tests Run game with stat soundcues and not crash
Change 3076512 on 2016/08/03 by Ben.Marsh
Fix warning about UnrealTournament:true argument.
Change 3076492 on 2016/08/03 by Daniel.Wright
Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor.
#jira UE-34177
Change 3076491 on 2016/08/03 by Daniel.Wright
Marked the Forward Shading project setting as experimental for 4.13
#jira UE-34176
Change 3076490 on 2016/08/03 by Daniel.Wright
Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible
#jira UE-34175
Change 3076489 on 2016/08/03 by Daniel.Wright
Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0
#jira UE-34174
Change 3076485 on 2016/08/03 by Daniel.Wright
Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
#jira UE-34173
Change 3076440 on 2016/08/03 by Ryan.Vance
#jira UE-34184
Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk.
Adding Oculus 1.6 support.
Change 3076399 on 2016/08/03 by Nick.Darnell
Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior.
#jira UE-34185
Change 3076397 on 2016/08/03 by Rolando.Caloca
UE4.13 - hlslcc -Fix for hlsl length(float)
#jira UE-32629
Change 3076337 on 2016/08/03 by mason.seay
Test assets (and map for ensure bug)
#jira UE-29618
Change 3076332 on 2016/08/03 by Peter.Sauerbrei
fix for clang build errors
#jira UE-34163
Change 3076326 on 2016/08/03 by Ryan.Vance
#jira UE-32975
Using the wrong screen position in the base pass pixel shader with ISR.
Change 3076309 on 2016/08/03 by Benjamin.Hyder
Renaming TEST-LightingFeatures to TM-LightingFeatures
#jira UE-29618
Change 3076299 on 2016/08/03 by Chad.Taylor
Fix SteamVR lag in late-update fold child renderables.
#jira UE-33928
Change 3076214 on 2016/08/03 by Mitchell.Wilson
Resaving BluperintOffice level to resolve MikkTSpace warnings.
Reimporting SM_GodRay_Plane to resolve cook warning.
#jira UE-30064
Change 3076112 on 2016/08/03 by Max.Chen
Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions)
#jira UE-34167
Change 3076090 on 2016/08/03 by Marc.Audy
Fix Mac compile error
#jira UE-34163
Change 3076075 on 2016/08/03 by Jeremiah.Waldron
Fixing comments documenting attribute in deleteFiles node for UPL
#jira UE-34161
Change 3076034 on 2016/08/03 by Mitchell.Wilson
Resaving Strategy Game maps to resolve MikkTSpace warnings.
Resaving material in strategy game to resolve string asset reference warning.
#jira UE-29720
Change 3076003 on 2016/08/03 by Mitchell.Wilson
Resaving Elemental Demo levels to resolve MikkTSpace warnings.
Resaving multiple materials to resolve String asset reference warnings.
#jira UE-29679
Change 3075985 on 2016/08/03 by Jeremiah.Waldron
Fixing UPL comments misnaming the deleteFiles node
#jira UE-34161
Change 3075977 on 2016/08/03 by Maciej.Mroz
#jira UE-30473 Moving child component in child blueprint forces parent to become dirty
Duplicated from Dev-Blueprints CL 3075793
Change 3075959 on 2016/08/03 by Marc.Audy
Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639)
#jira UE-33921
Change 3075891 on 2016/08/03 by Chad.Taylor
SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline.
#jira UE-34142
Change 3075882 on 2016/08/03 by Dan.Oconnor
Manually integrating 3073939 to address UE-19062
#jira UE-19062
Change 3075805 on 2016/08/03 by Marc.Audy
Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803
#jira UE-18982
Change 3075803 on 2016/08/03 by Marc.Audy
Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked
#jira UE-18982
Change 3075761 on 2016/08/03 by Max.Preussner
MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152)
#jira UE-34152
Change 3075719 on 2016/08/03 by Chad.Taylor
Blocker fix for binary editor crash on incorrectly used dll
#jira UE-34142
Change 3075709 on 2016/08/03 by Jeremiah.Waldron
Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor
#android
#jira UE-34149
Change 3075695 on 2016/08/03 by Jurre.deBaare
Adding missing debug zlib dll
#jira UE-123
Change 3075641 on 2016/08/03 by Jurre.deBaare
Crash when re-importing alembic cache file several times
#fix Always create a new object when importing
#jira UE-34130
Change 3075609 on 2016/08/03 by Danny.Bouimad
#jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does.
Change 3075578 on 2016/08/03 by Mitchell.Wilson
Updating attenuation settings for multiple sounds in Strategy Game.
#jira UE-25828
Change 3075529 on 2016/08/03 by Trung.Le
VREditor: Fxied foliage lasso select without pressing trigger
#jira UE-33689
Change 3075502 on 2016/08/03 by Lee.Clark
Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.
#jira UE-28549
Change 3075386 on 2016/08/03 by Robert.Manuszewski
Fixing bulkdata using source data pointer as an archive instead of raw data when saving
#jira UE-34132
Change 3075384 on 2016/08/03 by mason.seay
AnimBP for crash bug
#jira UE-29618
Change 3075350 on 2016/08/03 by Max.Chen
Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections.
#jira UE-30506
Change 3075327 on 2016/08/03 by Max.Chen
Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport.
#jira UE-34093
Change 3075313 on 2016/08/03 by Matthew.Griffin
Tidied up hardcoded installed build includes so that they're all in one file with platform checks
Added .dll.config files to CsCompile build products if they exist
Change 3075133 on 2016/08/03 by Yannick.Lange
VREditor : Original submit in Dev-VREditor = 3064489
- Fix crash when starting VREditor and then changing levels
#jira UE-33766
Change 3075124 on 2016/08/03 by Thomas.Sarkanen
Fixed undo/redo crash when editing anim blueprint defaults
Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo.
#jira UE-34024 - Crash undoing variable change in Animation Blueprint.
Change 3075101 on 2016/08/03 by Matthew.Griffin
Adding job to selectively build games in release branch
Also adding documentation and localization to overnight build
#jira UEB-688
Change 3075061 on 2016/08/03 by Yannick.Lange
VR Editor : Original submit in Dev-VREditor = 3062883
- Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552
- Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509
- Fixed crash when enabling VR Editor in editor preferences without a HMD connected
- Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553
- Avatar code refactor to its own actor class #jira UETOOL-812
#jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812
Change 3075059 on 2016/08/03 by Allan.Bentham
Fall back to standard shadows when capsule shadows are not supported.
#jira UE-33344
Change 3075045 on 2016/08/03 by Matthew.Griffin
Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step
Change 3074693 on 2016/08/02 by Dan.Oconnor
Manually integrating 3070569 from Dev-Blueprints
#jira UE-34119
Change 3074672 on 2016/08/02 by Dan.Oconnor
Manually integrating 3061854 into 4.13 from Dev-Blueprints
#jira UE-34119
Change 3074646 on 2016/08/02 by Aaron.McLeran
#jira UE-34081 Implementing from Dev-Framework CL 3074325
Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback
- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.
- Implementing 3003851 from UT into Dev-Framework.
Change 3074630 on 2016/08/02 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
+ Give a more friendly error message when UHT fails with an invalid error code.
#jira UE-23846
#jira UE-33200
#jira UE-32397
Change 3074590 on 2016/08/02 by Rolando.Caloca
UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled).
#jira UE-33694
Change 3074588 on 2016/08/02 by Chad.Taylor
Update OpenVR SDK to v1.0.2
-Hooked up added aspect ratio and sort priority features to SteamVR stereo layers
#jira UE-34115
Change 3074481 on 2016/08/02 by Ori.Cohen
Make sure that new physical animation data defaults to 0
#JIRA UE-33678
Change 3074395 on 2016/08/02 by Ori.Cohen
Fix duplication of physical animation profiles not duplicating data.
Also fix undo redo not working for profiles.
Fix editor not passing Duplicate change type
#JIRA UE-33987, UE-33985
Change 3074392 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Reverting CL 3074177, since it introduced side-effects.
Change 3074364 on 2016/08/02 by phillip.patterson
Re-created UMG_Optimization for Test Cases
#jira UE-29618
Change 3074346 on 2016/08/02 by Jurre.deBaare
Potential DDC warning fix, remove non-existing values
#jira UE-123
Change 3074289 on 2016/08/02 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirement
Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed.
-When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag.
#jira UEVR-13
#review-3074209 @chad.taylor @nick.whiting
Change 3074196 on 2016/08/02 by Martin.Wilson
Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints)
#jira UE-23453
Change 3074177 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint.
Change 3074157 on 2016/08/02 by Ben.Marsh
Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff.
Change 3074132 on 2016/08/02 by Trung.Le
VREditor: Fixed brush preview present while in foliage mode and hovering at UI
#jira UE-33228
Change 3074131 on 2016/08/02 by Tom.Looman
Fix for scalability build warnings in VR Template
#jira ue-33325
Change 3074089 on 2016/08/02 by Kevin.Rushin
QAGame - Added Foliage to TestMap
#jira UE-29618
Change 3074067 on 2016/08/02 by Kevin.Rushin
QAGame- Rebuilt Lighting
#jira UE-29618
Change 3074063 on 2016/08/02 by Kevin.Rushin
QAGame - Fix up VREditor Map to have more asset variation
#jira UE-29618
Change 3074057 on 2016/08/02 by Andrew.Porter
Deleting - UMG_Optimization
#jira UE-29618
Change 3074040 on 2016/08/02 by Michael.Trepka
On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized.
#jira UE-31194
Change 3074008 on 2016/08/02 by Phillip.Patterson
Renamed UMG_Invalidation to UMG_Optimization to better match test
#jira UE-29618
Change 3073988 on 2016/08/02 by Mitchell.Wilson
Updating starting camera location for Paper2d template to be consistant on both BP and Code version.
#jira UE-32723
Change 3073966 on 2016/08/02 by Jurre.deBaare
Alembic Cache Importer option for propagating matrix transformation does not work
#fix Changed the flag combinations and overhauled the matrix retrieval/caching system
#misc typo fix
#jira UE-34066
Change 3073953 on 2016/08/02 by Lina.Halper
Fixed static warning on null reference
#jira: UE-33923
Change 3073951 on 2016/08/02 by Lina.Halper
Fix GetRelativeTransform for negative scale
#jira: UE-33380
Change 3073896 on 2016/08/02 by Alex.Delesky
#jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor.
#jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool
Change 3073804 on 2016/08/02 by Jamie.Dale
Fixed the detail panel trying to apply class customizations to structs
This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor).
#jira UE-32623
Change 3073803 on 2016/08/02 by Jurre.deBaare
Morph target vertex mapping can be wrong with multi material caches
#fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly
#jira UE-34074
Change 3073788 on 2016/08/02 by Andrew.Rodham
Sequencer: Added support for montage based animation
CL#3061714 :
Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.
There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.
CL#3063015 :
Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes
We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.
CL#3068399 :
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira UE-34046
Change 3073787 on 2016/08/02 by Jurre.deBaare
Handle failed Simplygon proxy mesh generation with error message instead of hard checks
#fix Added a failed delegate along side the succesful delegate
#jira UE-31990
Change 3073786 on 2016/08/02 by Jurre.deBaare
Alembic importer crashes when not assets are generated
#fix Prevented adding nullptr values to the array (now only contains valid entries)
#jira UE-34065
Change 3073777 on 2016/08/02 by Jurre.deBaare
User is able to give a Preview Scene Profile the same name as an existing profile
#fix check changed profile name and append _duplicatedname if found to be matching an existing profile name
#jira UE-34033
Change 3073775 on 2016/08/02 by Mitchell.Wilson
Updating VehicleExampleMap for BP and Code templates to have consistant starting locations
#jira UE-31281
Change 3073732 on 2016/08/02 by Rolando.Caloca
DR - Fix crash when enabling gpu morph targets on non SM5 platforms
#jira UE-34011
Change 3073706 on 2016/08/02 by Peter.Sauerbrei
fix for no tvOS libraries in binary release for Win64
#jira UE-34076
Change 3073671 on 2016/08/02 by Allan.Bentham
High quality mobile reflection captures are now blended in correct (linear) space.
#jira UE-33915
Change 3073663 on 2016/08/02 by Peter.Sauerbrei
fix for launch on failing for iOS in Binary
#jira UE-34014
Change 3073662 on 2016/08/02 by Lee.Clark
4.13 - PS4 - Fix Media Player Audio cutting out
#jira UE-33850
Change 3073616 on 2016/08/02 by Mark.Satterthwaite
Duplicate CL #3073584 from Dev-Platform:
Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture.
#jira UE-32323
Change 3073592 on 2016/08/02 by Max.Chen
Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state.
#jira UE-33993
Change 3073585 on 2016/08/02 by Nick.Darnell
Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures.
#jira UE-34075
Change 3073575 on 2016/08/02 by Richard.TalbotWatkin
Duplicating from Dev-Editor, CL 3057645
Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server
Change 3073542 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3072169.
A couple of changes to the BSP code:
* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.
#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume
Change 3073540 on 2016/08/02 by Matthew.Griffin
Added Package Samples script behind a trigger to package samples for QA
Removed submitter notifications from Launcher Samples nodes
Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes
Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally
Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs
#jira UEB-689
Change 3073511 on 2016/08/02 by Tom.Looman
Removed object redirectors to fix build warning in VR Template
#jira ue-33325
Change 3073458 on 2016/08/02 by Jurre.deBaare
Update default preview scene ini and assets
#fix deleted old sky texture and fixed BaseEditor.ini setup
#jira UE-34063
Change 3073427 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3068585
Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
#jira UE-34062 - SplineMesh collision can be generated incorrectly
Change 3073421 on 2016/08/02 by James.Golding
Resave PSD test assets in QAGame with proper version
#jira UE-34061
Change 3073419 on 2016/08/02 by James.Golding
Rename OrientationDriver to PoseDriver
#jira UE-34015
Change 3073404 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3057895
Mesh paint bugfixes and improvements.
Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.
This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.
#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting
Change 3073380 on 2016/08/02 by Richard.TalbotWatkin
Fixed build error in unity builds.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
Change 3073343 on 2016/08/02 by Matthew.Griffin
Whitelisting PS4 and XboxOne plugins for those platforms specifically
#jira UE-33866
Change 3073338 on 2016/08/02 by Ben.Marsh
When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins.
Change 3073319 on 2016/08/02 by Maciej.Mroz
#jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860
Manually integrated some fixes from Dev-Blueprints
Change 3073311 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor CL 3057868
Spline component improvements, both tools and runtime:
- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.
- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.
- Added a custom version for SplineComponent and provded serialization fixes.
- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.
- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.
- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending.
- Allowed an explicit loop point to be specified for closed splines.
- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.
- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.
- Fixed the logic which determines whether the UCS has modified the spline curves.
- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.
- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.
- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.
#jira UETOOL-766 - Spline tool improvements
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-33669 - Crash in Dev-Editor
Change 3073242 on 2016/08/02 by James.Golding
Move physics state create/destroy delegates from BodyInstance to ActorComponent
- Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected.
- Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate.
#jira UE-32768
Change 3072953 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
#jira UE-34045
[CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
RHICmdList . SetViewport ( 0 , 0 , 0 , View - > Family - > InstancedStereoWidth , View - > ViewRect . Max . Y , 1 ) ;
2016-06-17 20:25:37 -04:00
}
2014-03-14 14:13:41 -04:00
// Set stencil to one.
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
DrawRenderState . SetDepthStencilState (
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3186067 on 2016/11/03 by Daniel.Wright
Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved
Change 3186069 on 2016/11/03 by Daniel.Wright
Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high
Change 3186084 on 2016/11/03 by Mark.Satterthwaite
Duplicate 3172511:
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3186089 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3169764:
Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
#jira FORT-27627
Change 3186113 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183807:
Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
#jira FORT-31649
Change 3186116 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183823:
Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.
Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
#jira FORT-31649
Change 3186818 on 2016/11/04 by Chris.Bunner
PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii).
Change 3186979 on 2016/11/04 by Rolando.Caloca
DR - Misc minor cleanup
Change 3187169 on 2016/11/04 by Uriel.Doyon
Incremental insertion of level data between PostLoad and AddToWorld
Change 3187205 on 2016/11/04 by Mark.Satterthwaite
Compile fixes for iOS.
Change 3187389 on 2016/11/04 by Uriel.Doyon
Fix for possible stall when loading hidden level
Change 3187598 on 2016/11/04 by Michael.Trepka
MetalViewport compile fix
Change 3187678 on 2016/11/04 by Uriel.Doyon
Fix for landscape grass textures not being streamed in correctly.
Change 3187731 on 2016/11/04 by Rolando.Caloca
DR - Start making type safe some cross compiler enums
Change 3187824 on 2016/11/04 by Rolando.Caloca
DR - clang compile fix
Change 3187953 on 2016/11/04 by Rolando.Caloca
DR - vk - Mac compile fix
Change 3188696 on 2016/11/07 by Mark.Satterthwaite
Another iOS compile fix for new MetalViewport validation code.
Change 3188906 on 2016/11/07 by Rolando.Caloca
DR - Show permutation of LUTBlender
Change 3189094 on 2016/11/07 by Chris.Bunner
Fix RemoveAAJitter from projection matrix.
#jira UE-37701, UE-38003
Change 3189134 on 2016/11/07 by Daniel.Wright
Fix for CreateRenderTarget2D called in construction script during cooking
Change 3189145 on 2016/11/07 by Chris.Bunner
Follow-up to CL 3186818, export UMaterialExpressionVectorNoise.
Change 3189239 on 2016/11/07 by Daniel.Wright
Added show flag for Contact Shadows, disabled in planar reflections
Change 3189252 on 2016/11/07 by Daniel.Wright
Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading
Change 3189406 on 2016/11/07 by Mark.Satterthwaite
Really fix the last of the iOS compile errors from changes to the MetalViewport code.
Change 3190854 on 2016/11/08 by Ben.Woodhouse
XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash)
#jira UE-34264
#fyi james.golding
#fyi keith.judge
Change 3190962 on 2016/11/08 by Olaf.Piesche
Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues
Change 3191959 on 2016/11/09 by Uriel.Doyon
Removed some static primitives from the dynamic primitive handler for texture streaming.
Change 3193122 on 2016/11/10 by Chris.Bunner
Always update non-preview material resources for use in code preview.
#jira UE-38223
Change 3193190 on 2016/11/10 by Gil.Gribb
UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame.
#jira UE-36379
Change 3193523 on 2016/11/10 by Uriel.Doyon
Fixed incorrect section bounds used for texture streaming.
Change 3193962 on 2016/11/10 by Uriel.Doyon
Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time.
Change 3193974 on 2016/11/10 by Uriel.Doyon
New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU.
Change 3194109 on 2016/11/10 by Uriel.Doyon
Another patch on material bounds used for texture streaming.
Change 3194665 on 2016/11/11 by Chris.Bunner
Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles.
Change 3194734 on 2016/11/11 by Rolando.Caloca
DR - vk - Simplified some texture casting
Change 3194867 on 2016/11/11 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3195176 on 2016/11/11 by Chris.Bunner
Fixed incorrectly updated NVAPI error.
Change 3195425 on 2016/11/11 by Uriel.Doyon
Fixed possible invalid level reference in the texture streamer
Change 3196512 on 2016/11/14 by Gil.Gribb
Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3196750 on 2016/11/14 by Marcus.Wassmer
Fix ordering problem with GPU cache transitions
Change 3196815 on 2016/11/14 by Daniel.Wright
Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS
Change 3196818 on 2016/11/14 by Daniel.Wright
Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory
Change 3196819 on 2016/11/14 by Daniel.Wright
Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes.
Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers
Change 3197243 on 2016/11/14 by Uriel.Doyon
Async Task For Updating static component LastRender time
#jira UE-24268
Change 3197359 on 2016/11/14 by Daniel.Wright
Added Inscattering Texture controls to ExponentialHeightFog
* When InscatteringColorCubemap is specified, directional light inscattering is disabled
* Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance
* Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match)
* Fog shader permutations based on what feature is enabled
Change 3198419 on 2016/11/15 by Chris.Bunner
PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls.
HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions.
Exposed RHICreateTargetableShaderResource3D.
Moved some (translucent) volume rendering helpers to allow access in Slate.
Change 3198822 on 2016/11/15 by Daniel.Wright
Mac compile fix
Change 3199509 on 2016/11/15 by Uriel.Doyon
Added support for viewmode param asset name (and note just param value).
Used to investigate texture streamer behavior.
Change 3199578 on 2016/11/15 by Rolando.Caloca
DR - Add some shader resource tables to SCW when running with -directcompile
Change 3199698 on 2016/11/15 by Rolando.Caloca
DR - vk - Refactor shader & descriptor bindings
Change 3199712 on 2016/11/15 by Rolando.Caloca
DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader
Change 3199717 on 2016/11/15 by Rolando.Caloca
DR - vk - Show hitching PSO info again
Change 3199750 on 2016/11/15 by Rolando.Caloca
DR - SCW clang compile fixes
Change 3200353 on 2016/11/16 by Rolando.Caloca
DR - vk - Mac fix
Change 3200358 on 2016/11/16 by Chris.Bunner
Only allow UI composition on platforms we currently use it.
Change 3200823 on 2016/11/16 by Chris.Bunner
Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing.
#jira UE-38699
Change 3200947 on 2016/11/16 by Mark.Satterthwaite
Fix UE-38695 by not trying to resize the viewport on the wrong thread.
#jira UE-38695
Change 3201069 on 2016/11/16 by Daniel.Wright
Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors
Change 3201346 on 2016/11/16 by Brian.Karis
Temporal AA fix for correct edge gradients.
Filtering now combined with importance sampling.
Enabled Catmull-Rom resolve filter. Results are now slightly sharper.
Fixed antighosting. Will yet require a dilation to be perfect.
Optimized bicubic filtering to 5 taps instead of 9.
Cleaned out unused code.
Change 3201369 on 2016/11/16 by Brian.Karis
Bicubic texture sample
Change 3201522 on 2016/11/16 by Rolando.Caloca
DR - vk - Fix static analysis issues
Change 3201878 on 2016/11/17 by Chris.Bunner
Temporarily disable Nvapi HDR error logging.
#jira UE-38529
Change 3202108 on 2016/11/17 by Simon.Tovey
Assets with easy repro for flickering particles bug
Change 3202181 on 2016/11/17 by Rolando.Caloca
DR - vk - CIS android fix
Change 3202325 on 2016/11/17 by Ben.Woodhouse
Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850)
Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash)
#jira UE-34264
Change 3204394 on 2016/11/18 by Guillaume.Abadie
PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke)
#br Ben.Woodhouse
Change 3204428 on 2016/11/18 by Guillaume.Abadie
Fixes a couple of issues in decals:
* Crash in FDecalDrawingPolicyFactory::DrawMesh()
* ActorPostion material expression
* PixelNormalWS material expression
* Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE
#jira UE-38327, UE-38158, UE-37818, UE-37350
Change 3204429 on 2016/11/18 by Uriel.Doyon
Darker default undefined accuracy.
Reenabled the texture streaming build in the build all.
Change 3204458 on 2016/11/18 by Chris.Bunner
Shader truncation warnings fix.
Change 3204459 on 2016/11/18 by Chris.Bunner
Engine 'Passthrough' material fuction fix. V4 is now actually a V4.
Change 3204460 on 2016/11/18 by Chris.Bunner
Correctly handle some known Nvapi warnings.
#jira UE-38529
Change 3204653 on 2016/11/18 by Marc.Olano
Helper functions for tiled textures
Checking in for Ryan Brucks
Change 3204863 on 2016/11/18 by Arne.Schober
DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation
Change 3204939 on 2016/11/18 by Arne.Schober
DR - Make clang happy
Change 3204968 on 2016/11/18 by Arne.Schober
DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset.
Change 3206293 on 2016/11/21 by Uriel.Doyon
New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields.
Set to true when the streamer can possibly load a mip in the near future.
#jira UE-37787
Change 3206551 on 2016/11/21 by Chris.Bunner
Added material update context when forcing all shaders to recompile.
#jira UE-38481
Change 3206644 on 2016/11/21 by Benjamin.Hyder
Updating Planar Reflection example in TM-Shadermodels.
Change 3206899 on 2016/11/21 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3206900 on 2016/11/21 by Rolando.Caloca
DR - Added missing strings for shader formats
Change 3206983 on 2016/11/21 by Rolando.Caloca
DR - vk - Support for SV_Coverage
Change 3207237 on 2016/11/22 by Simon.Tovey
Exporting particle module base and a couple of child classes as it's commonly requested.
#test compiles
Change 3207241 on 2016/11/22 by Gil.Gribb
Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3207520 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //Fortnite/Main@3206301
Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
#jira FORT-31616
#code_review keith.judge
Change 3207541 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //fortnite/Main@3207422
* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
#jira UE-38609
Change 3207654 on 2016/11/22 by Chris.Bunner
Don't flag 16-bit PNG/JPG textures as sRGB on import.
#jira UE-30279
Change 3208434 on 2016/11/22 by Rolando.Caloca
DR - vk - UAV transitions
Change 3208490 on 2016/11/22 by Chris.Bunner
Break material code sharing when we detect an unresolvable loop.
By default change IsResultMA loop detection to stop on functions as we can determine type definitively.
Unified IsResultMA detection across switch nodes.
Change 3208860 on 2016/11/23 by Rolando.Caloca
DR - vk - Fix some format issues
Change 3209265 on 2016/11/23 by Arne.Schober
DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface,
We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object.
One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType.
And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState.
Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface.
Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now)
Change 3209305 on 2016/11/23 by Guillaume.Abadie
Fix contact shadow's assemption on objects thickness
Change 3209334 on 2016/11/23 by Brian.Karis
Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense.
Change 3209903 on 2016/11/24 by Guillaume.Abadie
Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL
Change 3209973 on 2016/11/24 by Ben.Woodhouse
Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/)
Change 3210023 on 2016/11/24 by Uriel.Doyon
Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate.
#jira UE-37210
Change 3210026 on 2016/11/24 by Ben.Woodhouse
Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing
Change 3210049 on 2016/11/24 by Ben.Woodhouse
Fix mac build
Change 3210071 on 2016/11/24 by Uriel.Doyon
Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled.
#jira UE-37542
Change 3210374 on 2016/11/25 by Ben.Woodhouse
* Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled)
* Move Decal rendertarget manager function implementations out of the header.
#jira UE-38879
Change 3210390 on 2016/11/25 by Uriel.Doyon
Fixed cubemap resourcesize not taking into account mipgen settings
#jira UE-37045
Change 3210407 on 2016/11/25 by Uriel.Doyon
"resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data.
That can be used in combination with -buildlighting.
Change 3210563 on 2016/11/27 by Rolando.Caloca
DR - vk - Integrate cached memory fixes and PF_D24 format fix
#jira UE-39025
PR #2974
Change 3210564 on 2016/11/27 by Rolando.Caloca
DR - Fix for GL linker
PR #2975
#jira UE-39029
Change 3210592 on 2016/11/27 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3210597 on 2016/11/27 by Rolando.Caloca
DR - vk - Prep for staging UB copies to GPU memory
Change 3210600 on 2016/11/27 by Rolando.Caloca
DR - vk - Extract generic range code
Change 3210613 on 2016/11/27 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitOnDispatch
Change 3211054 on 2016/11/28 by Rolando.Caloca
DR - vk - Missing reference
Change 3211330 on 2016/11/28 by Chris.Bunner
Shader compile error for max texture coordinate count on skinned meshes.
Change 3211384 on 2016/11/28 by Arne.Schober
DR - Enforce move on EnqueueRenderCommand Lambda
Change 3211431 on 2016/11/28 by Gil.Gribb
Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3211738 on 2016/11/28 by Gil.Gribb
IWYU fixes after merge
Change 3212231 on 2016/11/28 by Richard.Wallis
Fix build errors
Change 3212253 on 2016/11/28 by Richard.Wallis
Remove MacGraphicsSwitching plugin.
#jira UE-37640
Change 3212310 on 2016/11/28 by Rolando.Caloca
DR - vk - Update glslang to 1.0.33.0
Change 3212446 on 2016/11/28 by Guillaume.Abadie
Implements PreviousFrameSwitch material expression
Change 3212594 on 2016/11/28 by Arne.Schober
DR - Fix missing include
Change 3212681 on 2016/11/29 by Rolando.Caloca
DR - vk - Auto flush for compute shader
Change 3213000 on 2016/11/29 by Gil.Gribb
temp fix for PF_MAX
Change 3213161 on 2016/11/29 by Ben.Woodhouse
Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714
Using:
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/...
Changes from UE4-DX12:
*** CL 3183818 ***
Update D3D12 RHI to 4.14:
- Merged changes from Epic up until 10/20/16
- Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win.
I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time.
I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory.
-Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared.
-Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones.
-Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch.
-Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this.
-Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call.
I improved and cleaned up high freqency call stacks like:
- RHISetShaderTexture
- RHISetShaderResourceViewParameter
- RHISetShaderParameter
- RHISetUAVParameter
In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc.
-Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early.
This work involved a couple changes:
1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count
2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed).
-Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call.
-Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12.
-Delay load D3D12.dll and add root signature 1.1 support.
-Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members.
*** CL 3183824 ***
Fix the D3D12 RHI after integrating UE 4.14 updates:
- Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list.
- Fixed a spelling error
- Removed the need for bForceState, we use dirty bits now
*** CL 3183830 ***
- GetDebugFlags RHI extension, needed by XB1 movie player.
- Only query memory info if stats are enabled
- Add support for the engine's new RHISubmitCommandsAndFlushGPU function
- Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter.
*** CL 3183837 ***
Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects.
*** CL 3183931 ***
Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0)
*** CL 3183978 ***
Update UBT Windows build settings:
- Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Delay load D3D12.dll and add root signature 1.1 support.
*** CL 3184132 ***
Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837.
*** Changelist 3211714 ***
Update D3D12 RHI with fixes:
- Check if we can reserve slots in GatherUniqueSamplerTables
- DirtyState more often in StateCache
- Remove InternalSetSamplerState. The alternate function isn't used.
- Allow MRTClear for arrays with holes in them
- Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range
- Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily.
- Resource transitions: go through Common between queues (3D <--> Compute)
- Fix initial state for placed resources.
- Merging epic
Change 3213250 on 2016/11/29 by Chris.Bunner
GBufferHints tooltip fix.
#jira UE-39103
Change 3213345 on 2016/11/29 by Gil.Gribb
more IWYU fallout
Change 3213676 on 2016/11/29 by Rolando.Caloca
DR - Fix incorrect texture getting cleared
Change 3213728 on 2016/11/29 by Rolando.Caloca
DR - Lambda-ize
Change 3214461 on 2016/11/29 by Ben.Woodhouse
Rollout August QFE4 XDK (required for latest DX12 changes on XB1)
Change 3215317 on 2016/11/30 by Daniel.Wright
PS4 compile fix
Change 3216343 on 2016/11/30 by Arne.Schober
DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals.
Change 3216844 on 2016/12/01 by Ben.Woodhouse
Fix for static analysis warnings after discussion with Microsoft
Change 3216916 on 2016/12/01 by Gil.Gribb
Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3217385 on 2016/12/01 by Arne.Schober
DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass
Change 3217464 on 2016/12/01 by Ben.Woodhouse
Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor
#jira UE-39225
Change 3217534 on 2016/12/01 by Arne.Schober
DR - Fix Merge conflict
Change 3217581 on 2016/12/01 by Rolando.Caloca
DR - Fix assert on debug
Change 3217741 on 2016/12/01 by Benjamin.Hyder
Duplicate audio fix.
Change 3217890 on 2016/12/01 by Rolando.Caloca
DR - Fix widget not rendering properly when hidden
#jira UE-39221
Change 3218129 on 2016/12/01 by Arne.Schober
DR - UE-39214 - Lod dither value as accidently cached accross the static draw list.
Change 3218759 on 2016/12/02 by Guillaume.Abadie
Fixes editor compositing bug caused by alpha through post processing change 3209903
#jira UE-39221
[CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
TStaticDepthStencilState <
2016-06-17 20:25:37 -04:00
false , CF_DepthNearOrEqual ,
true , CF_Always , SO_Keep , SO_Keep , SO_Replace ,
false , CF_Always , SO_Keep , SO_Keep , SO_Keep ,
0xff , 0xff
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
> : : GetRHI ( ) ) ;
DrawRenderState . SetStencilRef ( 1 ) ;
2014-03-14 14:13:41 -04:00
2015-02-07 11:26:51 -05:00
// Pre-shadows mask by receiver elements, self-shadow mask by subject elements.
// Note that self-shadow pre-shadows still mask by receiver elements.
2016-06-17 20:25:37 -04:00
const TArray < FMeshBatchAndRelevance , SceneRenderingAllocator > & DynamicMeshElements = bPreShadow ? DynamicReceiverMeshElements : DynamicSubjectMeshElements ;
2014-11-25 17:56:43 -05:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3186067 on 2016/11/03 by Daniel.Wright
Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved
Change 3186069 on 2016/11/03 by Daniel.Wright
Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high
Change 3186084 on 2016/11/03 by Mark.Satterthwaite
Duplicate 3172511:
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3186089 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3169764:
Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
#jira FORT-27627
Change 3186113 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183807:
Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
#jira FORT-31649
Change 3186116 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183823:
Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.
Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
#jira FORT-31649
Change 3186818 on 2016/11/04 by Chris.Bunner
PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii).
Change 3186979 on 2016/11/04 by Rolando.Caloca
DR - Misc minor cleanup
Change 3187169 on 2016/11/04 by Uriel.Doyon
Incremental insertion of level data between PostLoad and AddToWorld
Change 3187205 on 2016/11/04 by Mark.Satterthwaite
Compile fixes for iOS.
Change 3187389 on 2016/11/04 by Uriel.Doyon
Fix for possible stall when loading hidden level
Change 3187598 on 2016/11/04 by Michael.Trepka
MetalViewport compile fix
Change 3187678 on 2016/11/04 by Uriel.Doyon
Fix for landscape grass textures not being streamed in correctly.
Change 3187731 on 2016/11/04 by Rolando.Caloca
DR - Start making type safe some cross compiler enums
Change 3187824 on 2016/11/04 by Rolando.Caloca
DR - clang compile fix
Change 3187953 on 2016/11/04 by Rolando.Caloca
DR - vk - Mac compile fix
Change 3188696 on 2016/11/07 by Mark.Satterthwaite
Another iOS compile fix for new MetalViewport validation code.
Change 3188906 on 2016/11/07 by Rolando.Caloca
DR - Show permutation of LUTBlender
Change 3189094 on 2016/11/07 by Chris.Bunner
Fix RemoveAAJitter from projection matrix.
#jira UE-37701, UE-38003
Change 3189134 on 2016/11/07 by Daniel.Wright
Fix for CreateRenderTarget2D called in construction script during cooking
Change 3189145 on 2016/11/07 by Chris.Bunner
Follow-up to CL 3186818, export UMaterialExpressionVectorNoise.
Change 3189239 on 2016/11/07 by Daniel.Wright
Added show flag for Contact Shadows, disabled in planar reflections
Change 3189252 on 2016/11/07 by Daniel.Wright
Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading
Change 3189406 on 2016/11/07 by Mark.Satterthwaite
Really fix the last of the iOS compile errors from changes to the MetalViewport code.
Change 3190854 on 2016/11/08 by Ben.Woodhouse
XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash)
#jira UE-34264
#fyi james.golding
#fyi keith.judge
Change 3190962 on 2016/11/08 by Olaf.Piesche
Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues
Change 3191959 on 2016/11/09 by Uriel.Doyon
Removed some static primitives from the dynamic primitive handler for texture streaming.
Change 3193122 on 2016/11/10 by Chris.Bunner
Always update non-preview material resources for use in code preview.
#jira UE-38223
Change 3193190 on 2016/11/10 by Gil.Gribb
UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame.
#jira UE-36379
Change 3193523 on 2016/11/10 by Uriel.Doyon
Fixed incorrect section bounds used for texture streaming.
Change 3193962 on 2016/11/10 by Uriel.Doyon
Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time.
Change 3193974 on 2016/11/10 by Uriel.Doyon
New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU.
Change 3194109 on 2016/11/10 by Uriel.Doyon
Another patch on material bounds used for texture streaming.
Change 3194665 on 2016/11/11 by Chris.Bunner
Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles.
Change 3194734 on 2016/11/11 by Rolando.Caloca
DR - vk - Simplified some texture casting
Change 3194867 on 2016/11/11 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3195176 on 2016/11/11 by Chris.Bunner
Fixed incorrectly updated NVAPI error.
Change 3195425 on 2016/11/11 by Uriel.Doyon
Fixed possible invalid level reference in the texture streamer
Change 3196512 on 2016/11/14 by Gil.Gribb
Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3196750 on 2016/11/14 by Marcus.Wassmer
Fix ordering problem with GPU cache transitions
Change 3196815 on 2016/11/14 by Daniel.Wright
Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS
Change 3196818 on 2016/11/14 by Daniel.Wright
Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory
Change 3196819 on 2016/11/14 by Daniel.Wright
Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes.
Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers
Change 3197243 on 2016/11/14 by Uriel.Doyon
Async Task For Updating static component LastRender time
#jira UE-24268
Change 3197359 on 2016/11/14 by Daniel.Wright
Added Inscattering Texture controls to ExponentialHeightFog
* When InscatteringColorCubemap is specified, directional light inscattering is disabled
* Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance
* Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match)
* Fog shader permutations based on what feature is enabled
Change 3198419 on 2016/11/15 by Chris.Bunner
PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls.
HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions.
Exposed RHICreateTargetableShaderResource3D.
Moved some (translucent) volume rendering helpers to allow access in Slate.
Change 3198822 on 2016/11/15 by Daniel.Wright
Mac compile fix
Change 3199509 on 2016/11/15 by Uriel.Doyon
Added support for viewmode param asset name (and note just param value).
Used to investigate texture streamer behavior.
Change 3199578 on 2016/11/15 by Rolando.Caloca
DR - Add some shader resource tables to SCW when running with -directcompile
Change 3199698 on 2016/11/15 by Rolando.Caloca
DR - vk - Refactor shader & descriptor bindings
Change 3199712 on 2016/11/15 by Rolando.Caloca
DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader
Change 3199717 on 2016/11/15 by Rolando.Caloca
DR - vk - Show hitching PSO info again
Change 3199750 on 2016/11/15 by Rolando.Caloca
DR - SCW clang compile fixes
Change 3200353 on 2016/11/16 by Rolando.Caloca
DR - vk - Mac fix
Change 3200358 on 2016/11/16 by Chris.Bunner
Only allow UI composition on platforms we currently use it.
Change 3200823 on 2016/11/16 by Chris.Bunner
Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing.
#jira UE-38699
Change 3200947 on 2016/11/16 by Mark.Satterthwaite
Fix UE-38695 by not trying to resize the viewport on the wrong thread.
#jira UE-38695
Change 3201069 on 2016/11/16 by Daniel.Wright
Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors
Change 3201346 on 2016/11/16 by Brian.Karis
Temporal AA fix for correct edge gradients.
Filtering now combined with importance sampling.
Enabled Catmull-Rom resolve filter. Results are now slightly sharper.
Fixed antighosting. Will yet require a dilation to be perfect.
Optimized bicubic filtering to 5 taps instead of 9.
Cleaned out unused code.
Change 3201369 on 2016/11/16 by Brian.Karis
Bicubic texture sample
Change 3201522 on 2016/11/16 by Rolando.Caloca
DR - vk - Fix static analysis issues
Change 3201878 on 2016/11/17 by Chris.Bunner
Temporarily disable Nvapi HDR error logging.
#jira UE-38529
Change 3202108 on 2016/11/17 by Simon.Tovey
Assets with easy repro for flickering particles bug
Change 3202181 on 2016/11/17 by Rolando.Caloca
DR - vk - CIS android fix
Change 3202325 on 2016/11/17 by Ben.Woodhouse
Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850)
Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash)
#jira UE-34264
Change 3204394 on 2016/11/18 by Guillaume.Abadie
PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke)
#br Ben.Woodhouse
Change 3204428 on 2016/11/18 by Guillaume.Abadie
Fixes a couple of issues in decals:
* Crash in FDecalDrawingPolicyFactory::DrawMesh()
* ActorPostion material expression
* PixelNormalWS material expression
* Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE
#jira UE-38327, UE-38158, UE-37818, UE-37350
Change 3204429 on 2016/11/18 by Uriel.Doyon
Darker default undefined accuracy.
Reenabled the texture streaming build in the build all.
Change 3204458 on 2016/11/18 by Chris.Bunner
Shader truncation warnings fix.
Change 3204459 on 2016/11/18 by Chris.Bunner
Engine 'Passthrough' material fuction fix. V4 is now actually a V4.
Change 3204460 on 2016/11/18 by Chris.Bunner
Correctly handle some known Nvapi warnings.
#jira UE-38529
Change 3204653 on 2016/11/18 by Marc.Olano
Helper functions for tiled textures
Checking in for Ryan Brucks
Change 3204863 on 2016/11/18 by Arne.Schober
DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation
Change 3204939 on 2016/11/18 by Arne.Schober
DR - Make clang happy
Change 3204968 on 2016/11/18 by Arne.Schober
DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset.
Change 3206293 on 2016/11/21 by Uriel.Doyon
New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields.
Set to true when the streamer can possibly load a mip in the near future.
#jira UE-37787
Change 3206551 on 2016/11/21 by Chris.Bunner
Added material update context when forcing all shaders to recompile.
#jira UE-38481
Change 3206644 on 2016/11/21 by Benjamin.Hyder
Updating Planar Reflection example in TM-Shadermodels.
Change 3206899 on 2016/11/21 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3206900 on 2016/11/21 by Rolando.Caloca
DR - Added missing strings for shader formats
Change 3206983 on 2016/11/21 by Rolando.Caloca
DR - vk - Support for SV_Coverage
Change 3207237 on 2016/11/22 by Simon.Tovey
Exporting particle module base and a couple of child classes as it's commonly requested.
#test compiles
Change 3207241 on 2016/11/22 by Gil.Gribb
Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3207520 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //Fortnite/Main@3206301
Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
#jira FORT-31616
#code_review keith.judge
Change 3207541 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //fortnite/Main@3207422
* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
#jira UE-38609
Change 3207654 on 2016/11/22 by Chris.Bunner
Don't flag 16-bit PNG/JPG textures as sRGB on import.
#jira UE-30279
Change 3208434 on 2016/11/22 by Rolando.Caloca
DR - vk - UAV transitions
Change 3208490 on 2016/11/22 by Chris.Bunner
Break material code sharing when we detect an unresolvable loop.
By default change IsResultMA loop detection to stop on functions as we can determine type definitively.
Unified IsResultMA detection across switch nodes.
Change 3208860 on 2016/11/23 by Rolando.Caloca
DR - vk - Fix some format issues
Change 3209265 on 2016/11/23 by Arne.Schober
DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface,
We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object.
One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType.
And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState.
Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface.
Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now)
Change 3209305 on 2016/11/23 by Guillaume.Abadie
Fix contact shadow's assemption on objects thickness
Change 3209334 on 2016/11/23 by Brian.Karis
Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense.
Change 3209903 on 2016/11/24 by Guillaume.Abadie
Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL
Change 3209973 on 2016/11/24 by Ben.Woodhouse
Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/)
Change 3210023 on 2016/11/24 by Uriel.Doyon
Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate.
#jira UE-37210
Change 3210026 on 2016/11/24 by Ben.Woodhouse
Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing
Change 3210049 on 2016/11/24 by Ben.Woodhouse
Fix mac build
Change 3210071 on 2016/11/24 by Uriel.Doyon
Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled.
#jira UE-37542
Change 3210374 on 2016/11/25 by Ben.Woodhouse
* Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled)
* Move Decal rendertarget manager function implementations out of the header.
#jira UE-38879
Change 3210390 on 2016/11/25 by Uriel.Doyon
Fixed cubemap resourcesize not taking into account mipgen settings
#jira UE-37045
Change 3210407 on 2016/11/25 by Uriel.Doyon
"resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data.
That can be used in combination with -buildlighting.
Change 3210563 on 2016/11/27 by Rolando.Caloca
DR - vk - Integrate cached memory fixes and PF_D24 format fix
#jira UE-39025
PR #2974
Change 3210564 on 2016/11/27 by Rolando.Caloca
DR - Fix for GL linker
PR #2975
#jira UE-39029
Change 3210592 on 2016/11/27 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3210597 on 2016/11/27 by Rolando.Caloca
DR - vk - Prep for staging UB copies to GPU memory
Change 3210600 on 2016/11/27 by Rolando.Caloca
DR - vk - Extract generic range code
Change 3210613 on 2016/11/27 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitOnDispatch
Change 3211054 on 2016/11/28 by Rolando.Caloca
DR - vk - Missing reference
Change 3211330 on 2016/11/28 by Chris.Bunner
Shader compile error for max texture coordinate count on skinned meshes.
Change 3211384 on 2016/11/28 by Arne.Schober
DR - Enforce move on EnqueueRenderCommand Lambda
Change 3211431 on 2016/11/28 by Gil.Gribb
Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3211738 on 2016/11/28 by Gil.Gribb
IWYU fixes after merge
Change 3212231 on 2016/11/28 by Richard.Wallis
Fix build errors
Change 3212253 on 2016/11/28 by Richard.Wallis
Remove MacGraphicsSwitching plugin.
#jira UE-37640
Change 3212310 on 2016/11/28 by Rolando.Caloca
DR - vk - Update glslang to 1.0.33.0
Change 3212446 on 2016/11/28 by Guillaume.Abadie
Implements PreviousFrameSwitch material expression
Change 3212594 on 2016/11/28 by Arne.Schober
DR - Fix missing include
Change 3212681 on 2016/11/29 by Rolando.Caloca
DR - vk - Auto flush for compute shader
Change 3213000 on 2016/11/29 by Gil.Gribb
temp fix for PF_MAX
Change 3213161 on 2016/11/29 by Ben.Woodhouse
Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714
Using:
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/...
Changes from UE4-DX12:
*** CL 3183818 ***
Update D3D12 RHI to 4.14:
- Merged changes from Epic up until 10/20/16
- Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win.
I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time.
I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory.
-Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared.
-Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones.
-Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch.
-Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this.
-Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call.
I improved and cleaned up high freqency call stacks like:
- RHISetShaderTexture
- RHISetShaderResourceViewParameter
- RHISetShaderParameter
- RHISetUAVParameter
In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc.
-Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early.
This work involved a couple changes:
1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count
2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed).
-Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call.
-Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12.
-Delay load D3D12.dll and add root signature 1.1 support.
-Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members.
*** CL 3183824 ***
Fix the D3D12 RHI after integrating UE 4.14 updates:
- Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list.
- Fixed a spelling error
- Removed the need for bForceState, we use dirty bits now
*** CL 3183830 ***
- GetDebugFlags RHI extension, needed by XB1 movie player.
- Only query memory info if stats are enabled
- Add support for the engine's new RHISubmitCommandsAndFlushGPU function
- Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter.
*** CL 3183837 ***
Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects.
*** CL 3183931 ***
Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0)
*** CL 3183978 ***
Update UBT Windows build settings:
- Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Delay load D3D12.dll and add root signature 1.1 support.
*** CL 3184132 ***
Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837.
*** Changelist 3211714 ***
Update D3D12 RHI with fixes:
- Check if we can reserve slots in GatherUniqueSamplerTables
- DirtyState more often in StateCache
- Remove InternalSetSamplerState. The alternate function isn't used.
- Allow MRTClear for arrays with holes in them
- Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range
- Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily.
- Resource transitions: go through Common between queues (3D <--> Compute)
- Fix initial state for placed resources.
- Merging epic
Change 3213250 on 2016/11/29 by Chris.Bunner
GBufferHints tooltip fix.
#jira UE-39103
Change 3213345 on 2016/11/29 by Gil.Gribb
more IWYU fallout
Change 3213676 on 2016/11/29 by Rolando.Caloca
DR - Fix incorrect texture getting cleared
Change 3213728 on 2016/11/29 by Rolando.Caloca
DR - Lambda-ize
Change 3214461 on 2016/11/29 by Ben.Woodhouse
Rollout August QFE4 XDK (required for latest DX12 changes on XB1)
Change 3215317 on 2016/11/30 by Daniel.Wright
PS4 compile fix
Change 3216343 on 2016/11/30 by Arne.Schober
DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals.
Change 3216844 on 2016/12/01 by Ben.Woodhouse
Fix for static analysis warnings after discussion with Microsoft
Change 3216916 on 2016/12/01 by Gil.Gribb
Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3217385 on 2016/12/01 by Arne.Schober
DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass
Change 3217464 on 2016/12/01 by Ben.Woodhouse
Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor
#jira UE-39225
Change 3217534 on 2016/12/01 by Arne.Schober
DR - Fix Merge conflict
Change 3217581 on 2016/12/01 by Rolando.Caloca
DR - Fix assert on debug
Change 3217741 on 2016/12/01 by Benjamin.Hyder
Duplicate audio fix.
Change 3217890 on 2016/12/01 by Rolando.Caloca
DR - Fix widget not rendering properly when hidden
#jira UE-39221
Change 3218129 on 2016/12/01 by Arne.Schober
DR - UE-39214 - Lod dither value as accidently cached accross the static draw list.
Change 3218759 on 2016/12/02 by Guillaume.Abadie
Fixes editor compositing bug caused by alpha through post processing change 3209903
#jira UE-39221
[CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
FDepthDrawingPolicyFactory : : ContextType Context ( DDM_AllOccluders , false ) ;
2014-11-25 17:56:43 -05:00
for ( int32 MeshBatchIndex = 0 ; MeshBatchIndex < DynamicMeshElements . Num ( ) ; MeshBatchIndex + + )
2014-10-30 17:09:08 -04:00
{
2014-11-25 17:56:43 -05:00
const FMeshBatchAndRelevance & MeshBatchAndRelevance = DynamicMeshElements [ MeshBatchIndex ] ;
const FMeshBatch & MeshBatch = * MeshBatchAndRelevance . Mesh ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3186067 on 2016/11/03 by Daniel.Wright
Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved
Change 3186069 on 2016/11/03 by Daniel.Wright
Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high
Change 3186084 on 2016/11/03 by Mark.Satterthwaite
Duplicate 3172511:
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3186089 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3169764:
Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
#jira FORT-27627
Change 3186113 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183807:
Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
#jira FORT-31649
Change 3186116 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183823:
Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.
Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
#jira FORT-31649
Change 3186818 on 2016/11/04 by Chris.Bunner
PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii).
Change 3186979 on 2016/11/04 by Rolando.Caloca
DR - Misc minor cleanup
Change 3187169 on 2016/11/04 by Uriel.Doyon
Incremental insertion of level data between PostLoad and AddToWorld
Change 3187205 on 2016/11/04 by Mark.Satterthwaite
Compile fixes for iOS.
Change 3187389 on 2016/11/04 by Uriel.Doyon
Fix for possible stall when loading hidden level
Change 3187598 on 2016/11/04 by Michael.Trepka
MetalViewport compile fix
Change 3187678 on 2016/11/04 by Uriel.Doyon
Fix for landscape grass textures not being streamed in correctly.
Change 3187731 on 2016/11/04 by Rolando.Caloca
DR - Start making type safe some cross compiler enums
Change 3187824 on 2016/11/04 by Rolando.Caloca
DR - clang compile fix
Change 3187953 on 2016/11/04 by Rolando.Caloca
DR - vk - Mac compile fix
Change 3188696 on 2016/11/07 by Mark.Satterthwaite
Another iOS compile fix for new MetalViewport validation code.
Change 3188906 on 2016/11/07 by Rolando.Caloca
DR - Show permutation of LUTBlender
Change 3189094 on 2016/11/07 by Chris.Bunner
Fix RemoveAAJitter from projection matrix.
#jira UE-37701, UE-38003
Change 3189134 on 2016/11/07 by Daniel.Wright
Fix for CreateRenderTarget2D called in construction script during cooking
Change 3189145 on 2016/11/07 by Chris.Bunner
Follow-up to CL 3186818, export UMaterialExpressionVectorNoise.
Change 3189239 on 2016/11/07 by Daniel.Wright
Added show flag for Contact Shadows, disabled in planar reflections
Change 3189252 on 2016/11/07 by Daniel.Wright
Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading
Change 3189406 on 2016/11/07 by Mark.Satterthwaite
Really fix the last of the iOS compile errors from changes to the MetalViewport code.
Change 3190854 on 2016/11/08 by Ben.Woodhouse
XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash)
#jira UE-34264
#fyi james.golding
#fyi keith.judge
Change 3190962 on 2016/11/08 by Olaf.Piesche
Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues
Change 3191959 on 2016/11/09 by Uriel.Doyon
Removed some static primitives from the dynamic primitive handler for texture streaming.
Change 3193122 on 2016/11/10 by Chris.Bunner
Always update non-preview material resources for use in code preview.
#jira UE-38223
Change 3193190 on 2016/11/10 by Gil.Gribb
UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame.
#jira UE-36379
Change 3193523 on 2016/11/10 by Uriel.Doyon
Fixed incorrect section bounds used for texture streaming.
Change 3193962 on 2016/11/10 by Uriel.Doyon
Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time.
Change 3193974 on 2016/11/10 by Uriel.Doyon
New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU.
Change 3194109 on 2016/11/10 by Uriel.Doyon
Another patch on material bounds used for texture streaming.
Change 3194665 on 2016/11/11 by Chris.Bunner
Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles.
Change 3194734 on 2016/11/11 by Rolando.Caloca
DR - vk - Simplified some texture casting
Change 3194867 on 2016/11/11 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3195176 on 2016/11/11 by Chris.Bunner
Fixed incorrectly updated NVAPI error.
Change 3195425 on 2016/11/11 by Uriel.Doyon
Fixed possible invalid level reference in the texture streamer
Change 3196512 on 2016/11/14 by Gil.Gribb
Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3196750 on 2016/11/14 by Marcus.Wassmer
Fix ordering problem with GPU cache transitions
Change 3196815 on 2016/11/14 by Daniel.Wright
Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS
Change 3196818 on 2016/11/14 by Daniel.Wright
Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory
Change 3196819 on 2016/11/14 by Daniel.Wright
Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes.
Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers
Change 3197243 on 2016/11/14 by Uriel.Doyon
Async Task For Updating static component LastRender time
#jira UE-24268
Change 3197359 on 2016/11/14 by Daniel.Wright
Added Inscattering Texture controls to ExponentialHeightFog
* When InscatteringColorCubemap is specified, directional light inscattering is disabled
* Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance
* Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match)
* Fog shader permutations based on what feature is enabled
Change 3198419 on 2016/11/15 by Chris.Bunner
PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls.
HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions.
Exposed RHICreateTargetableShaderResource3D.
Moved some (translucent) volume rendering helpers to allow access in Slate.
Change 3198822 on 2016/11/15 by Daniel.Wright
Mac compile fix
Change 3199509 on 2016/11/15 by Uriel.Doyon
Added support for viewmode param asset name (and note just param value).
Used to investigate texture streamer behavior.
Change 3199578 on 2016/11/15 by Rolando.Caloca
DR - Add some shader resource tables to SCW when running with -directcompile
Change 3199698 on 2016/11/15 by Rolando.Caloca
DR - vk - Refactor shader & descriptor bindings
Change 3199712 on 2016/11/15 by Rolando.Caloca
DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader
Change 3199717 on 2016/11/15 by Rolando.Caloca
DR - vk - Show hitching PSO info again
Change 3199750 on 2016/11/15 by Rolando.Caloca
DR - SCW clang compile fixes
Change 3200353 on 2016/11/16 by Rolando.Caloca
DR - vk - Mac fix
Change 3200358 on 2016/11/16 by Chris.Bunner
Only allow UI composition on platforms we currently use it.
Change 3200823 on 2016/11/16 by Chris.Bunner
Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing.
#jira UE-38699
Change 3200947 on 2016/11/16 by Mark.Satterthwaite
Fix UE-38695 by not trying to resize the viewport on the wrong thread.
#jira UE-38695
Change 3201069 on 2016/11/16 by Daniel.Wright
Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors
Change 3201346 on 2016/11/16 by Brian.Karis
Temporal AA fix for correct edge gradients.
Filtering now combined with importance sampling.
Enabled Catmull-Rom resolve filter. Results are now slightly sharper.
Fixed antighosting. Will yet require a dilation to be perfect.
Optimized bicubic filtering to 5 taps instead of 9.
Cleaned out unused code.
Change 3201369 on 2016/11/16 by Brian.Karis
Bicubic texture sample
Change 3201522 on 2016/11/16 by Rolando.Caloca
DR - vk - Fix static analysis issues
Change 3201878 on 2016/11/17 by Chris.Bunner
Temporarily disable Nvapi HDR error logging.
#jira UE-38529
Change 3202108 on 2016/11/17 by Simon.Tovey
Assets with easy repro for flickering particles bug
Change 3202181 on 2016/11/17 by Rolando.Caloca
DR - vk - CIS android fix
Change 3202325 on 2016/11/17 by Ben.Woodhouse
Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850)
Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash)
#jira UE-34264
Change 3204394 on 2016/11/18 by Guillaume.Abadie
PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke)
#br Ben.Woodhouse
Change 3204428 on 2016/11/18 by Guillaume.Abadie
Fixes a couple of issues in decals:
* Crash in FDecalDrawingPolicyFactory::DrawMesh()
* ActorPostion material expression
* PixelNormalWS material expression
* Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE
#jira UE-38327, UE-38158, UE-37818, UE-37350
Change 3204429 on 2016/11/18 by Uriel.Doyon
Darker default undefined accuracy.
Reenabled the texture streaming build in the build all.
Change 3204458 on 2016/11/18 by Chris.Bunner
Shader truncation warnings fix.
Change 3204459 on 2016/11/18 by Chris.Bunner
Engine 'Passthrough' material fuction fix. V4 is now actually a V4.
Change 3204460 on 2016/11/18 by Chris.Bunner
Correctly handle some known Nvapi warnings.
#jira UE-38529
Change 3204653 on 2016/11/18 by Marc.Olano
Helper functions for tiled textures
Checking in for Ryan Brucks
Change 3204863 on 2016/11/18 by Arne.Schober
DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation
Change 3204939 on 2016/11/18 by Arne.Schober
DR - Make clang happy
Change 3204968 on 2016/11/18 by Arne.Schober
DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset.
Change 3206293 on 2016/11/21 by Uriel.Doyon
New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields.
Set to true when the streamer can possibly load a mip in the near future.
#jira UE-37787
Change 3206551 on 2016/11/21 by Chris.Bunner
Added material update context when forcing all shaders to recompile.
#jira UE-38481
Change 3206644 on 2016/11/21 by Benjamin.Hyder
Updating Planar Reflection example in TM-Shadermodels.
Change 3206899 on 2016/11/21 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3206900 on 2016/11/21 by Rolando.Caloca
DR - Added missing strings for shader formats
Change 3206983 on 2016/11/21 by Rolando.Caloca
DR - vk - Support for SV_Coverage
Change 3207237 on 2016/11/22 by Simon.Tovey
Exporting particle module base and a couple of child classes as it's commonly requested.
#test compiles
Change 3207241 on 2016/11/22 by Gil.Gribb
Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3207520 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //Fortnite/Main@3206301
Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
#jira FORT-31616
#code_review keith.judge
Change 3207541 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //fortnite/Main@3207422
* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
#jira UE-38609
Change 3207654 on 2016/11/22 by Chris.Bunner
Don't flag 16-bit PNG/JPG textures as sRGB on import.
#jira UE-30279
Change 3208434 on 2016/11/22 by Rolando.Caloca
DR - vk - UAV transitions
Change 3208490 on 2016/11/22 by Chris.Bunner
Break material code sharing when we detect an unresolvable loop.
By default change IsResultMA loop detection to stop on functions as we can determine type definitively.
Unified IsResultMA detection across switch nodes.
Change 3208860 on 2016/11/23 by Rolando.Caloca
DR - vk - Fix some format issues
Change 3209265 on 2016/11/23 by Arne.Schober
DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface,
We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object.
One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType.
And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState.
Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface.
Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now)
Change 3209305 on 2016/11/23 by Guillaume.Abadie
Fix contact shadow's assemption on objects thickness
Change 3209334 on 2016/11/23 by Brian.Karis
Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense.
Change 3209903 on 2016/11/24 by Guillaume.Abadie
Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL
Change 3209973 on 2016/11/24 by Ben.Woodhouse
Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/)
Change 3210023 on 2016/11/24 by Uriel.Doyon
Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate.
#jira UE-37210
Change 3210026 on 2016/11/24 by Ben.Woodhouse
Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing
Change 3210049 on 2016/11/24 by Ben.Woodhouse
Fix mac build
Change 3210071 on 2016/11/24 by Uriel.Doyon
Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled.
#jira UE-37542
Change 3210374 on 2016/11/25 by Ben.Woodhouse
* Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled)
* Move Decal rendertarget manager function implementations out of the header.
#jira UE-38879
Change 3210390 on 2016/11/25 by Uriel.Doyon
Fixed cubemap resourcesize not taking into account mipgen settings
#jira UE-37045
Change 3210407 on 2016/11/25 by Uriel.Doyon
"resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data.
That can be used in combination with -buildlighting.
Change 3210563 on 2016/11/27 by Rolando.Caloca
DR - vk - Integrate cached memory fixes and PF_D24 format fix
#jira UE-39025
PR #2974
Change 3210564 on 2016/11/27 by Rolando.Caloca
DR - Fix for GL linker
PR #2975
#jira UE-39029
Change 3210592 on 2016/11/27 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3210597 on 2016/11/27 by Rolando.Caloca
DR - vk - Prep for staging UB copies to GPU memory
Change 3210600 on 2016/11/27 by Rolando.Caloca
DR - vk - Extract generic range code
Change 3210613 on 2016/11/27 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitOnDispatch
Change 3211054 on 2016/11/28 by Rolando.Caloca
DR - vk - Missing reference
Change 3211330 on 2016/11/28 by Chris.Bunner
Shader compile error for max texture coordinate count on skinned meshes.
Change 3211384 on 2016/11/28 by Arne.Schober
DR - Enforce move on EnqueueRenderCommand Lambda
Change 3211431 on 2016/11/28 by Gil.Gribb
Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3211738 on 2016/11/28 by Gil.Gribb
IWYU fixes after merge
Change 3212231 on 2016/11/28 by Richard.Wallis
Fix build errors
Change 3212253 on 2016/11/28 by Richard.Wallis
Remove MacGraphicsSwitching plugin.
#jira UE-37640
Change 3212310 on 2016/11/28 by Rolando.Caloca
DR - vk - Update glslang to 1.0.33.0
Change 3212446 on 2016/11/28 by Guillaume.Abadie
Implements PreviousFrameSwitch material expression
Change 3212594 on 2016/11/28 by Arne.Schober
DR - Fix missing include
Change 3212681 on 2016/11/29 by Rolando.Caloca
DR - vk - Auto flush for compute shader
Change 3213000 on 2016/11/29 by Gil.Gribb
temp fix for PF_MAX
Change 3213161 on 2016/11/29 by Ben.Woodhouse
Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714
Using:
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/...
Changes from UE4-DX12:
*** CL 3183818 ***
Update D3D12 RHI to 4.14:
- Merged changes from Epic up until 10/20/16
- Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win.
I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time.
I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory.
-Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared.
-Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones.
-Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch.
-Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this.
-Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call.
I improved and cleaned up high freqency call stacks like:
- RHISetShaderTexture
- RHISetShaderResourceViewParameter
- RHISetShaderParameter
- RHISetUAVParameter
In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc.
-Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early.
This work involved a couple changes:
1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count
2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed).
-Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call.
-Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12.
-Delay load D3D12.dll and add root signature 1.1 support.
-Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members.
*** CL 3183824 ***
Fix the D3D12 RHI after integrating UE 4.14 updates:
- Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list.
- Fixed a spelling error
- Removed the need for bForceState, we use dirty bits now
*** CL 3183830 ***
- GetDebugFlags RHI extension, needed by XB1 movie player.
- Only query memory info if stats are enabled
- Add support for the engine's new RHISubmitCommandsAndFlushGPU function
- Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter.
*** CL 3183837 ***
Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects.
*** CL 3183931 ***
Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0)
*** CL 3183978 ***
Update UBT Windows build settings:
- Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Delay load D3D12.dll and add root signature 1.1 support.
*** CL 3184132 ***
Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837.
*** Changelist 3211714 ***
Update D3D12 RHI with fixes:
- Check if we can reserve slots in GatherUniqueSamplerTables
- DirtyState more often in StateCache
- Remove InternalSetSamplerState. The alternate function isn't used.
- Allow MRTClear for arrays with holes in them
- Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range
- Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily.
- Resource transitions: go through Common between queues (3D <--> Compute)
- Fix initial state for placed resources.
- Merging epic
Change 3213250 on 2016/11/29 by Chris.Bunner
GBufferHints tooltip fix.
#jira UE-39103
Change 3213345 on 2016/11/29 by Gil.Gribb
more IWYU fallout
Change 3213676 on 2016/11/29 by Rolando.Caloca
DR - Fix incorrect texture getting cleared
Change 3213728 on 2016/11/29 by Rolando.Caloca
DR - Lambda-ize
Change 3214461 on 2016/11/29 by Ben.Woodhouse
Rollout August QFE4 XDK (required for latest DX12 changes on XB1)
Change 3215317 on 2016/11/30 by Daniel.Wright
PS4 compile fix
Change 3216343 on 2016/11/30 by Arne.Schober
DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals.
Change 3216844 on 2016/12/01 by Ben.Woodhouse
Fix for static analysis warnings after discussion with Microsoft
Change 3216916 on 2016/12/01 by Gil.Gribb
Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3217385 on 2016/12/01 by Arne.Schober
DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass
Change 3217464 on 2016/12/01 by Ben.Woodhouse
Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor
#jira UE-39225
Change 3217534 on 2016/12/01 by Arne.Schober
DR - Fix Merge conflict
Change 3217581 on 2016/12/01 by Rolando.Caloca
DR - Fix assert on debug
Change 3217741 on 2016/12/01 by Benjamin.Hyder
Duplicate audio fix.
Change 3217890 on 2016/12/01 by Rolando.Caloca
DR - Fix widget not rendering properly when hidden
#jira UE-39221
Change 3218129 on 2016/12/01 by Arne.Schober
DR - UE-39214 - Lod dither value as accidently cached accross the static draw list.
Change 3218759 on 2016/12/02 by Guillaume.Abadie
Fixes editor compositing bug caused by alpha through post processing change 3209903
#jira UE-39221
[CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
FDepthDrawingPolicyFactory : : DrawDynamicMesh ( RHICmdList , * View , Context , MeshBatch , true , DrawRenderState , MeshBatchAndRelevance . PrimitiveSceneProxy , MeshBatch . BatchHitProxyId , false , bIsInstancedStereoEmulated ) ;
2014-10-30 17:09:08 -04:00
}
2015-02-07 11:26:51 -05:00
// Pre-shadows mask by receiver elements, self-shadow mask by subject elements.
// Note that self-shadow pre-shadows still mask by receiver elements.
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const PrimitiveArrayType & MaskPrimitives = bPreShadow ? ReceiverPrimitives : DynamicSubjectPrimitives ;
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for ( int32 PrimitiveIndex = 0 , PrimitiveCount = MaskPrimitives . Num ( ) ; PrimitiveIndex < PrimitiveCount ; PrimitiveIndex + + )
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{
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const FPrimitiveSceneInfo * ReceiverPrimitiveSceneInfo = MaskPrimitives [ PrimitiveIndex ] ;
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if ( View - > PrimitiveVisibilityMap [ ReceiverPrimitiveSceneInfo - > GetIndex ( ) ] )
{
const FPrimitiveViewRelevance & ViewRelevance = View - > PrimitiveViewRelevanceMap [ ReceiverPrimitiveSceneInfo - > GetIndex ( ) ] ;
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if ( ViewRelevance . bRenderInMainPass & & ViewRelevance . bStaticRelevance )
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{
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for ( int32 StaticMeshIdx = 0 ; StaticMeshIdx < ReceiverPrimitiveSceneInfo - > StaticMeshes . Num ( ) ; StaticMeshIdx + + )
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{
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const FStaticMesh & StaticMesh = ReceiverPrimitiveSceneInfo - > StaticMeshes [ StaticMeshIdx ] ;
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if ( View - > StaticMeshVisibilityMap [ StaticMesh . Id ] )
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{
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FDepthDrawingPolicyFactory : : DrawStaticMesh (
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
RHICmdList ,
2014-11-25 17:56:43 -05:00
* View ,
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3186067 on 2016/11/03 by Daniel.Wright
Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved
Change 3186069 on 2016/11/03 by Daniel.Wright
Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high
Change 3186084 on 2016/11/03 by Mark.Satterthwaite
Duplicate 3172511:
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3186089 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3169764:
Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
#jira FORT-27627
Change 3186113 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183807:
Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
#jira FORT-31649
Change 3186116 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183823:
Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.
Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
#jira FORT-31649
Change 3186818 on 2016/11/04 by Chris.Bunner
PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii).
Change 3186979 on 2016/11/04 by Rolando.Caloca
DR - Misc minor cleanup
Change 3187169 on 2016/11/04 by Uriel.Doyon
Incremental insertion of level data between PostLoad and AddToWorld
Change 3187205 on 2016/11/04 by Mark.Satterthwaite
Compile fixes for iOS.
Change 3187389 on 2016/11/04 by Uriel.Doyon
Fix for possible stall when loading hidden level
Change 3187598 on 2016/11/04 by Michael.Trepka
MetalViewport compile fix
Change 3187678 on 2016/11/04 by Uriel.Doyon
Fix for landscape grass textures not being streamed in correctly.
Change 3187731 on 2016/11/04 by Rolando.Caloca
DR - Start making type safe some cross compiler enums
Change 3187824 on 2016/11/04 by Rolando.Caloca
DR - clang compile fix
Change 3187953 on 2016/11/04 by Rolando.Caloca
DR - vk - Mac compile fix
Change 3188696 on 2016/11/07 by Mark.Satterthwaite
Another iOS compile fix for new MetalViewport validation code.
Change 3188906 on 2016/11/07 by Rolando.Caloca
DR - Show permutation of LUTBlender
Change 3189094 on 2016/11/07 by Chris.Bunner
Fix RemoveAAJitter from projection matrix.
#jira UE-37701, UE-38003
Change 3189134 on 2016/11/07 by Daniel.Wright
Fix for CreateRenderTarget2D called in construction script during cooking
Change 3189145 on 2016/11/07 by Chris.Bunner
Follow-up to CL 3186818, export UMaterialExpressionVectorNoise.
Change 3189239 on 2016/11/07 by Daniel.Wright
Added show flag for Contact Shadows, disabled in planar reflections
Change 3189252 on 2016/11/07 by Daniel.Wright
Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading
Change 3189406 on 2016/11/07 by Mark.Satterthwaite
Really fix the last of the iOS compile errors from changes to the MetalViewport code.
Change 3190854 on 2016/11/08 by Ben.Woodhouse
XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash)
#jira UE-34264
#fyi james.golding
#fyi keith.judge
Change 3190962 on 2016/11/08 by Olaf.Piesche
Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues
Change 3191959 on 2016/11/09 by Uriel.Doyon
Removed some static primitives from the dynamic primitive handler for texture streaming.
Change 3193122 on 2016/11/10 by Chris.Bunner
Always update non-preview material resources for use in code preview.
#jira UE-38223
Change 3193190 on 2016/11/10 by Gil.Gribb
UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame.
#jira UE-36379
Change 3193523 on 2016/11/10 by Uriel.Doyon
Fixed incorrect section bounds used for texture streaming.
Change 3193962 on 2016/11/10 by Uriel.Doyon
Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time.
Change 3193974 on 2016/11/10 by Uriel.Doyon
New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU.
Change 3194109 on 2016/11/10 by Uriel.Doyon
Another patch on material bounds used for texture streaming.
Change 3194665 on 2016/11/11 by Chris.Bunner
Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles.
Change 3194734 on 2016/11/11 by Rolando.Caloca
DR - vk - Simplified some texture casting
Change 3194867 on 2016/11/11 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3195176 on 2016/11/11 by Chris.Bunner
Fixed incorrectly updated NVAPI error.
Change 3195425 on 2016/11/11 by Uriel.Doyon
Fixed possible invalid level reference in the texture streamer
Change 3196512 on 2016/11/14 by Gil.Gribb
Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3196750 on 2016/11/14 by Marcus.Wassmer
Fix ordering problem with GPU cache transitions
Change 3196815 on 2016/11/14 by Daniel.Wright
Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS
Change 3196818 on 2016/11/14 by Daniel.Wright
Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory
Change 3196819 on 2016/11/14 by Daniel.Wright
Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes.
Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers
Change 3197243 on 2016/11/14 by Uriel.Doyon
Async Task For Updating static component LastRender time
#jira UE-24268
Change 3197359 on 2016/11/14 by Daniel.Wright
Added Inscattering Texture controls to ExponentialHeightFog
* When InscatteringColorCubemap is specified, directional light inscattering is disabled
* Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance
* Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match)
* Fog shader permutations based on what feature is enabled
Change 3198419 on 2016/11/15 by Chris.Bunner
PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls.
HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions.
Exposed RHICreateTargetableShaderResource3D.
Moved some (translucent) volume rendering helpers to allow access in Slate.
Change 3198822 on 2016/11/15 by Daniel.Wright
Mac compile fix
Change 3199509 on 2016/11/15 by Uriel.Doyon
Added support for viewmode param asset name (and note just param value).
Used to investigate texture streamer behavior.
Change 3199578 on 2016/11/15 by Rolando.Caloca
DR - Add some shader resource tables to SCW when running with -directcompile
Change 3199698 on 2016/11/15 by Rolando.Caloca
DR - vk - Refactor shader & descriptor bindings
Change 3199712 on 2016/11/15 by Rolando.Caloca
DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader
Change 3199717 on 2016/11/15 by Rolando.Caloca
DR - vk - Show hitching PSO info again
Change 3199750 on 2016/11/15 by Rolando.Caloca
DR - SCW clang compile fixes
Change 3200353 on 2016/11/16 by Rolando.Caloca
DR - vk - Mac fix
Change 3200358 on 2016/11/16 by Chris.Bunner
Only allow UI composition on platforms we currently use it.
Change 3200823 on 2016/11/16 by Chris.Bunner
Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing.
#jira UE-38699
Change 3200947 on 2016/11/16 by Mark.Satterthwaite
Fix UE-38695 by not trying to resize the viewport on the wrong thread.
#jira UE-38695
Change 3201069 on 2016/11/16 by Daniel.Wright
Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors
Change 3201346 on 2016/11/16 by Brian.Karis
Temporal AA fix for correct edge gradients.
Filtering now combined with importance sampling.
Enabled Catmull-Rom resolve filter. Results are now slightly sharper.
Fixed antighosting. Will yet require a dilation to be perfect.
Optimized bicubic filtering to 5 taps instead of 9.
Cleaned out unused code.
Change 3201369 on 2016/11/16 by Brian.Karis
Bicubic texture sample
Change 3201522 on 2016/11/16 by Rolando.Caloca
DR - vk - Fix static analysis issues
Change 3201878 on 2016/11/17 by Chris.Bunner
Temporarily disable Nvapi HDR error logging.
#jira UE-38529
Change 3202108 on 2016/11/17 by Simon.Tovey
Assets with easy repro for flickering particles bug
Change 3202181 on 2016/11/17 by Rolando.Caloca
DR - vk - CIS android fix
Change 3202325 on 2016/11/17 by Ben.Woodhouse
Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850)
Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash)
#jira UE-34264
Change 3204394 on 2016/11/18 by Guillaume.Abadie
PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke)
#br Ben.Woodhouse
Change 3204428 on 2016/11/18 by Guillaume.Abadie
Fixes a couple of issues in decals:
* Crash in FDecalDrawingPolicyFactory::DrawMesh()
* ActorPostion material expression
* PixelNormalWS material expression
* Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE
#jira UE-38327, UE-38158, UE-37818, UE-37350
Change 3204429 on 2016/11/18 by Uriel.Doyon
Darker default undefined accuracy.
Reenabled the texture streaming build in the build all.
Change 3204458 on 2016/11/18 by Chris.Bunner
Shader truncation warnings fix.
Change 3204459 on 2016/11/18 by Chris.Bunner
Engine 'Passthrough' material fuction fix. V4 is now actually a V4.
Change 3204460 on 2016/11/18 by Chris.Bunner
Correctly handle some known Nvapi warnings.
#jira UE-38529
Change 3204653 on 2016/11/18 by Marc.Olano
Helper functions for tiled textures
Checking in for Ryan Brucks
Change 3204863 on 2016/11/18 by Arne.Schober
DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation
Change 3204939 on 2016/11/18 by Arne.Schober
DR - Make clang happy
Change 3204968 on 2016/11/18 by Arne.Schober
DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset.
Change 3206293 on 2016/11/21 by Uriel.Doyon
New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields.
Set to true when the streamer can possibly load a mip in the near future.
#jira UE-37787
Change 3206551 on 2016/11/21 by Chris.Bunner
Added material update context when forcing all shaders to recompile.
#jira UE-38481
Change 3206644 on 2016/11/21 by Benjamin.Hyder
Updating Planar Reflection example in TM-Shadermodels.
Change 3206899 on 2016/11/21 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3206900 on 2016/11/21 by Rolando.Caloca
DR - Added missing strings for shader formats
Change 3206983 on 2016/11/21 by Rolando.Caloca
DR - vk - Support for SV_Coverage
Change 3207237 on 2016/11/22 by Simon.Tovey
Exporting particle module base and a couple of child classes as it's commonly requested.
#test compiles
Change 3207241 on 2016/11/22 by Gil.Gribb
Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3207520 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //Fortnite/Main@3206301
Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
#jira FORT-31616
#code_review keith.judge
Change 3207541 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //fortnite/Main@3207422
* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
#jira UE-38609
Change 3207654 on 2016/11/22 by Chris.Bunner
Don't flag 16-bit PNG/JPG textures as sRGB on import.
#jira UE-30279
Change 3208434 on 2016/11/22 by Rolando.Caloca
DR - vk - UAV transitions
Change 3208490 on 2016/11/22 by Chris.Bunner
Break material code sharing when we detect an unresolvable loop.
By default change IsResultMA loop detection to stop on functions as we can determine type definitively.
Unified IsResultMA detection across switch nodes.
Change 3208860 on 2016/11/23 by Rolando.Caloca
DR - vk - Fix some format issues
Change 3209265 on 2016/11/23 by Arne.Schober
DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface,
We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object.
One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType.
And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState.
Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface.
Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now)
Change 3209305 on 2016/11/23 by Guillaume.Abadie
Fix contact shadow's assemption on objects thickness
Change 3209334 on 2016/11/23 by Brian.Karis
Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense.
Change 3209903 on 2016/11/24 by Guillaume.Abadie
Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL
Change 3209973 on 2016/11/24 by Ben.Woodhouse
Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/)
Change 3210023 on 2016/11/24 by Uriel.Doyon
Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate.
#jira UE-37210
Change 3210026 on 2016/11/24 by Ben.Woodhouse
Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing
Change 3210049 on 2016/11/24 by Ben.Woodhouse
Fix mac build
Change 3210071 on 2016/11/24 by Uriel.Doyon
Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled.
#jira UE-37542
Change 3210374 on 2016/11/25 by Ben.Woodhouse
* Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled)
* Move Decal rendertarget manager function implementations out of the header.
#jira UE-38879
Change 3210390 on 2016/11/25 by Uriel.Doyon
Fixed cubemap resourcesize not taking into account mipgen settings
#jira UE-37045
Change 3210407 on 2016/11/25 by Uriel.Doyon
"resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data.
That can be used in combination with -buildlighting.
Change 3210563 on 2016/11/27 by Rolando.Caloca
DR - vk - Integrate cached memory fixes and PF_D24 format fix
#jira UE-39025
PR #2974
Change 3210564 on 2016/11/27 by Rolando.Caloca
DR - Fix for GL linker
PR #2975
#jira UE-39029
Change 3210592 on 2016/11/27 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3210597 on 2016/11/27 by Rolando.Caloca
DR - vk - Prep for staging UB copies to GPU memory
Change 3210600 on 2016/11/27 by Rolando.Caloca
DR - vk - Extract generic range code
Change 3210613 on 2016/11/27 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitOnDispatch
Change 3211054 on 2016/11/28 by Rolando.Caloca
DR - vk - Missing reference
Change 3211330 on 2016/11/28 by Chris.Bunner
Shader compile error for max texture coordinate count on skinned meshes.
Change 3211384 on 2016/11/28 by Arne.Schober
DR - Enforce move on EnqueueRenderCommand Lambda
Change 3211431 on 2016/11/28 by Gil.Gribb
Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3211738 on 2016/11/28 by Gil.Gribb
IWYU fixes after merge
Change 3212231 on 2016/11/28 by Richard.Wallis
Fix build errors
Change 3212253 on 2016/11/28 by Richard.Wallis
Remove MacGraphicsSwitching plugin.
#jira UE-37640
Change 3212310 on 2016/11/28 by Rolando.Caloca
DR - vk - Update glslang to 1.0.33.0
Change 3212446 on 2016/11/28 by Guillaume.Abadie
Implements PreviousFrameSwitch material expression
Change 3212594 on 2016/11/28 by Arne.Schober
DR - Fix missing include
Change 3212681 on 2016/11/29 by Rolando.Caloca
DR - vk - Auto flush for compute shader
Change 3213000 on 2016/11/29 by Gil.Gribb
temp fix for PF_MAX
Change 3213161 on 2016/11/29 by Ben.Woodhouse
Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714
Using:
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/...
Changes from UE4-DX12:
*** CL 3183818 ***
Update D3D12 RHI to 4.14:
- Merged changes from Epic up until 10/20/16
- Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win.
I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time.
I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory.
-Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared.
-Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones.
-Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch.
-Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this.
-Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call.
I improved and cleaned up high freqency call stacks like:
- RHISetShaderTexture
- RHISetShaderResourceViewParameter
- RHISetShaderParameter
- RHISetUAVParameter
In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc.
-Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early.
This work involved a couple changes:
1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count
2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed).
-Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call.
-Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12.
-Delay load D3D12.dll and add root signature 1.1 support.
-Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members.
*** CL 3183824 ***
Fix the D3D12 RHI after integrating UE 4.14 updates:
- Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list.
- Fixed a spelling error
- Removed the need for bForceState, we use dirty bits now
*** CL 3183830 ***
- GetDebugFlags RHI extension, needed by XB1 movie player.
- Only query memory info if stats are enabled
- Add support for the engine's new RHISubmitCommandsAndFlushGPU function
- Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter.
*** CL 3183837 ***
Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects.
*** CL 3183931 ***
Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0)
*** CL 3183978 ***
Update UBT Windows build settings:
- Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Delay load D3D12.dll and add root signature 1.1 support.
*** CL 3184132 ***
Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837.
*** Changelist 3211714 ***
Update D3D12 RHI with fixes:
- Check if we can reserve slots in GatherUniqueSamplerTables
- DirtyState more often in StateCache
- Remove InternalSetSamplerState. The alternate function isn't used.
- Allow MRTClear for arrays with holes in them
- Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range
- Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily.
- Resource transitions: go through Common between queues (3D <--> Compute)
- Fix initial state for placed resources.
- Merging epic
Change 3213250 on 2016/11/29 by Chris.Bunner
GBufferHints tooltip fix.
#jira UE-39103
Change 3213345 on 2016/11/29 by Gil.Gribb
more IWYU fallout
Change 3213676 on 2016/11/29 by Rolando.Caloca
DR - Fix incorrect texture getting cleared
Change 3213728 on 2016/11/29 by Rolando.Caloca
DR - Lambda-ize
Change 3214461 on 2016/11/29 by Ben.Woodhouse
Rollout August QFE4 XDK (required for latest DX12 changes on XB1)
Change 3215317 on 2016/11/30 by Daniel.Wright
PS4 compile fix
Change 3216343 on 2016/11/30 by Arne.Schober
DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals.
Change 3216844 on 2016/12/01 by Ben.Woodhouse
Fix for static analysis warnings after discussion with Microsoft
Change 3216916 on 2016/12/01 by Gil.Gribb
Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3217385 on 2016/12/01 by Arne.Schober
DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass
Change 3217464 on 2016/12/01 by Ben.Woodhouse
Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor
#jira UE-39225
Change 3217534 on 2016/12/01 by Arne.Schober
DR - Fix Merge conflict
Change 3217581 on 2016/12/01 by Rolando.Caloca
DR - Fix assert on debug
Change 3217741 on 2016/12/01 by Benjamin.Hyder
Duplicate audio fix.
Change 3217890 on 2016/12/01 by Rolando.Caloca
DR - Fix widget not rendering properly when hidden
#jira UE-39221
Change 3218129 on 2016/12/01 by Arne.Schober
DR - UE-39214 - Lod dither value as accidently cached accross the static draw list.
Change 3218759 on 2016/12/02 by Guillaume.Abadie
Fixes editor compositing bug caused by alpha through post processing change 3209903
#jira UE-39221
[CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
FDepthDrawingPolicyFactory : : ContextType ( DDM_AllOccluders , false ) ,
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StaticMesh ,
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StaticMesh . bRequiresPerElementVisibility ? View - > StaticMeshBatchVisibility [ StaticMesh . Id ] : ( ( 1ull < < StaticMesh . Elements . Num ( ) ) - 1 ) ,
2014-11-25 17:56:43 -05:00
true ,
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DrawRenderState ,
2014-11-25 17:56:43 -05:00
ReceiverPrimitiveSceneInfo - > Proxy ,
2016-01-22 08:13:18 -05:00
StaticMesh . BatchHitProxyId ,
2016-06-17 20:25:37 -04:00
false ,
bIsInstancedStereoEmulated
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) ;
2014-03-14 14:13:41 -04:00
}
}
}
}
}
2015-07-24 04:37:09 -04:00
2015-07-24 10:56:22 -04:00
if ( bSelfShadowOnly & & ! bPreShadow )
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{
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for ( int32 ElementIndex = 0 ; ElementIndex < StaticSubjectMeshElements . Num ( ) ; + + ElementIndex )
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{
2015-09-22 13:51:08 -04:00
const FStaticMesh & StaticMesh = * StaticSubjectMeshElements [ ElementIndex ] . Mesh ;
FDepthDrawingPolicyFactory : : DrawStaticMesh (
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
RHICmdList ,
2015-09-22 13:51:08 -04:00
* View ,
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3186067 on 2016/11/03 by Daniel.Wright
Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved
Change 3186069 on 2016/11/03 by Daniel.Wright
Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high
Change 3186084 on 2016/11/03 by Mark.Satterthwaite
Duplicate 3172511:
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3186089 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3169764:
Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
#jira FORT-27627
Change 3186113 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183807:
Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
#jira FORT-31649
Change 3186116 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183823:
Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.
Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
#jira FORT-31649
Change 3186818 on 2016/11/04 by Chris.Bunner
PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii).
Change 3186979 on 2016/11/04 by Rolando.Caloca
DR - Misc minor cleanup
Change 3187169 on 2016/11/04 by Uriel.Doyon
Incremental insertion of level data between PostLoad and AddToWorld
Change 3187205 on 2016/11/04 by Mark.Satterthwaite
Compile fixes for iOS.
Change 3187389 on 2016/11/04 by Uriel.Doyon
Fix for possible stall when loading hidden level
Change 3187598 on 2016/11/04 by Michael.Trepka
MetalViewport compile fix
Change 3187678 on 2016/11/04 by Uriel.Doyon
Fix for landscape grass textures not being streamed in correctly.
Change 3187731 on 2016/11/04 by Rolando.Caloca
DR - Start making type safe some cross compiler enums
Change 3187824 on 2016/11/04 by Rolando.Caloca
DR - clang compile fix
Change 3187953 on 2016/11/04 by Rolando.Caloca
DR - vk - Mac compile fix
Change 3188696 on 2016/11/07 by Mark.Satterthwaite
Another iOS compile fix for new MetalViewport validation code.
Change 3188906 on 2016/11/07 by Rolando.Caloca
DR - Show permutation of LUTBlender
Change 3189094 on 2016/11/07 by Chris.Bunner
Fix RemoveAAJitter from projection matrix.
#jira UE-37701, UE-38003
Change 3189134 on 2016/11/07 by Daniel.Wright
Fix for CreateRenderTarget2D called in construction script during cooking
Change 3189145 on 2016/11/07 by Chris.Bunner
Follow-up to CL 3186818, export UMaterialExpressionVectorNoise.
Change 3189239 on 2016/11/07 by Daniel.Wright
Added show flag for Contact Shadows, disabled in planar reflections
Change 3189252 on 2016/11/07 by Daniel.Wright
Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading
Change 3189406 on 2016/11/07 by Mark.Satterthwaite
Really fix the last of the iOS compile errors from changes to the MetalViewport code.
Change 3190854 on 2016/11/08 by Ben.Woodhouse
XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash)
#jira UE-34264
#fyi james.golding
#fyi keith.judge
Change 3190962 on 2016/11/08 by Olaf.Piesche
Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues
Change 3191959 on 2016/11/09 by Uriel.Doyon
Removed some static primitives from the dynamic primitive handler for texture streaming.
Change 3193122 on 2016/11/10 by Chris.Bunner
Always update non-preview material resources for use in code preview.
#jira UE-38223
Change 3193190 on 2016/11/10 by Gil.Gribb
UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame.
#jira UE-36379
Change 3193523 on 2016/11/10 by Uriel.Doyon
Fixed incorrect section bounds used for texture streaming.
Change 3193962 on 2016/11/10 by Uriel.Doyon
Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time.
Change 3193974 on 2016/11/10 by Uriel.Doyon
New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU.
Change 3194109 on 2016/11/10 by Uriel.Doyon
Another patch on material bounds used for texture streaming.
Change 3194665 on 2016/11/11 by Chris.Bunner
Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles.
Change 3194734 on 2016/11/11 by Rolando.Caloca
DR - vk - Simplified some texture casting
Change 3194867 on 2016/11/11 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3195176 on 2016/11/11 by Chris.Bunner
Fixed incorrectly updated NVAPI error.
Change 3195425 on 2016/11/11 by Uriel.Doyon
Fixed possible invalid level reference in the texture streamer
Change 3196512 on 2016/11/14 by Gil.Gribb
Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3196750 on 2016/11/14 by Marcus.Wassmer
Fix ordering problem with GPU cache transitions
Change 3196815 on 2016/11/14 by Daniel.Wright
Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS
Change 3196818 on 2016/11/14 by Daniel.Wright
Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory
Change 3196819 on 2016/11/14 by Daniel.Wright
Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes.
Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers
Change 3197243 on 2016/11/14 by Uriel.Doyon
Async Task For Updating static component LastRender time
#jira UE-24268
Change 3197359 on 2016/11/14 by Daniel.Wright
Added Inscattering Texture controls to ExponentialHeightFog
* When InscatteringColorCubemap is specified, directional light inscattering is disabled
* Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance
* Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match)
* Fog shader permutations based on what feature is enabled
Change 3198419 on 2016/11/15 by Chris.Bunner
PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls.
HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions.
Exposed RHICreateTargetableShaderResource3D.
Moved some (translucent) volume rendering helpers to allow access in Slate.
Change 3198822 on 2016/11/15 by Daniel.Wright
Mac compile fix
Change 3199509 on 2016/11/15 by Uriel.Doyon
Added support for viewmode param asset name (and note just param value).
Used to investigate texture streamer behavior.
Change 3199578 on 2016/11/15 by Rolando.Caloca
DR - Add some shader resource tables to SCW when running with -directcompile
Change 3199698 on 2016/11/15 by Rolando.Caloca
DR - vk - Refactor shader & descriptor bindings
Change 3199712 on 2016/11/15 by Rolando.Caloca
DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader
Change 3199717 on 2016/11/15 by Rolando.Caloca
DR - vk - Show hitching PSO info again
Change 3199750 on 2016/11/15 by Rolando.Caloca
DR - SCW clang compile fixes
Change 3200353 on 2016/11/16 by Rolando.Caloca
DR - vk - Mac fix
Change 3200358 on 2016/11/16 by Chris.Bunner
Only allow UI composition on platforms we currently use it.
Change 3200823 on 2016/11/16 by Chris.Bunner
Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing.
#jira UE-38699
Change 3200947 on 2016/11/16 by Mark.Satterthwaite
Fix UE-38695 by not trying to resize the viewport on the wrong thread.
#jira UE-38695
Change 3201069 on 2016/11/16 by Daniel.Wright
Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors
Change 3201346 on 2016/11/16 by Brian.Karis
Temporal AA fix for correct edge gradients.
Filtering now combined with importance sampling.
Enabled Catmull-Rom resolve filter. Results are now slightly sharper.
Fixed antighosting. Will yet require a dilation to be perfect.
Optimized bicubic filtering to 5 taps instead of 9.
Cleaned out unused code.
Change 3201369 on 2016/11/16 by Brian.Karis
Bicubic texture sample
Change 3201522 on 2016/11/16 by Rolando.Caloca
DR - vk - Fix static analysis issues
Change 3201878 on 2016/11/17 by Chris.Bunner
Temporarily disable Nvapi HDR error logging.
#jira UE-38529
Change 3202108 on 2016/11/17 by Simon.Tovey
Assets with easy repro for flickering particles bug
Change 3202181 on 2016/11/17 by Rolando.Caloca
DR - vk - CIS android fix
Change 3202325 on 2016/11/17 by Ben.Woodhouse
Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850)
Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash)
#jira UE-34264
Change 3204394 on 2016/11/18 by Guillaume.Abadie
PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke)
#br Ben.Woodhouse
Change 3204428 on 2016/11/18 by Guillaume.Abadie
Fixes a couple of issues in decals:
* Crash in FDecalDrawingPolicyFactory::DrawMesh()
* ActorPostion material expression
* PixelNormalWS material expression
* Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE
#jira UE-38327, UE-38158, UE-37818, UE-37350
Change 3204429 on 2016/11/18 by Uriel.Doyon
Darker default undefined accuracy.
Reenabled the texture streaming build in the build all.
Change 3204458 on 2016/11/18 by Chris.Bunner
Shader truncation warnings fix.
Change 3204459 on 2016/11/18 by Chris.Bunner
Engine 'Passthrough' material fuction fix. V4 is now actually a V4.
Change 3204460 on 2016/11/18 by Chris.Bunner
Correctly handle some known Nvapi warnings.
#jira UE-38529
Change 3204653 on 2016/11/18 by Marc.Olano
Helper functions for tiled textures
Checking in for Ryan Brucks
Change 3204863 on 2016/11/18 by Arne.Schober
DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation
Change 3204939 on 2016/11/18 by Arne.Schober
DR - Make clang happy
Change 3204968 on 2016/11/18 by Arne.Schober
DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset.
Change 3206293 on 2016/11/21 by Uriel.Doyon
New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields.
Set to true when the streamer can possibly load a mip in the near future.
#jira UE-37787
Change 3206551 on 2016/11/21 by Chris.Bunner
Added material update context when forcing all shaders to recompile.
#jira UE-38481
Change 3206644 on 2016/11/21 by Benjamin.Hyder
Updating Planar Reflection example in TM-Shadermodels.
Change 3206899 on 2016/11/21 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3206900 on 2016/11/21 by Rolando.Caloca
DR - Added missing strings for shader formats
Change 3206983 on 2016/11/21 by Rolando.Caloca
DR - vk - Support for SV_Coverage
Change 3207237 on 2016/11/22 by Simon.Tovey
Exporting particle module base and a couple of child classes as it's commonly requested.
#test compiles
Change 3207241 on 2016/11/22 by Gil.Gribb
Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3207520 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //Fortnite/Main@3206301
Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
#jira FORT-31616
#code_review keith.judge
Change 3207541 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //fortnite/Main@3207422
* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
#jira UE-38609
Change 3207654 on 2016/11/22 by Chris.Bunner
Don't flag 16-bit PNG/JPG textures as sRGB on import.
#jira UE-30279
Change 3208434 on 2016/11/22 by Rolando.Caloca
DR - vk - UAV transitions
Change 3208490 on 2016/11/22 by Chris.Bunner
Break material code sharing when we detect an unresolvable loop.
By default change IsResultMA loop detection to stop on functions as we can determine type definitively.
Unified IsResultMA detection across switch nodes.
Change 3208860 on 2016/11/23 by Rolando.Caloca
DR - vk - Fix some format issues
Change 3209265 on 2016/11/23 by Arne.Schober
DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface,
We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object.
One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType.
And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState.
Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface.
Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now)
Change 3209305 on 2016/11/23 by Guillaume.Abadie
Fix contact shadow's assemption on objects thickness
Change 3209334 on 2016/11/23 by Brian.Karis
Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense.
Change 3209903 on 2016/11/24 by Guillaume.Abadie
Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL
Change 3209973 on 2016/11/24 by Ben.Woodhouse
Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/)
Change 3210023 on 2016/11/24 by Uriel.Doyon
Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate.
#jira UE-37210
Change 3210026 on 2016/11/24 by Ben.Woodhouse
Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing
Change 3210049 on 2016/11/24 by Ben.Woodhouse
Fix mac build
Change 3210071 on 2016/11/24 by Uriel.Doyon
Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled.
#jira UE-37542
Change 3210374 on 2016/11/25 by Ben.Woodhouse
* Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled)
* Move Decal rendertarget manager function implementations out of the header.
#jira UE-38879
Change 3210390 on 2016/11/25 by Uriel.Doyon
Fixed cubemap resourcesize not taking into account mipgen settings
#jira UE-37045
Change 3210407 on 2016/11/25 by Uriel.Doyon
"resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data.
That can be used in combination with -buildlighting.
Change 3210563 on 2016/11/27 by Rolando.Caloca
DR - vk - Integrate cached memory fixes and PF_D24 format fix
#jira UE-39025
PR #2974
Change 3210564 on 2016/11/27 by Rolando.Caloca
DR - Fix for GL linker
PR #2975
#jira UE-39029
Change 3210592 on 2016/11/27 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3210597 on 2016/11/27 by Rolando.Caloca
DR - vk - Prep for staging UB copies to GPU memory
Change 3210600 on 2016/11/27 by Rolando.Caloca
DR - vk - Extract generic range code
Change 3210613 on 2016/11/27 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitOnDispatch
Change 3211054 on 2016/11/28 by Rolando.Caloca
DR - vk - Missing reference
Change 3211330 on 2016/11/28 by Chris.Bunner
Shader compile error for max texture coordinate count on skinned meshes.
Change 3211384 on 2016/11/28 by Arne.Schober
DR - Enforce move on EnqueueRenderCommand Lambda
Change 3211431 on 2016/11/28 by Gil.Gribb
Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3211738 on 2016/11/28 by Gil.Gribb
IWYU fixes after merge
Change 3212231 on 2016/11/28 by Richard.Wallis
Fix build errors
Change 3212253 on 2016/11/28 by Richard.Wallis
Remove MacGraphicsSwitching plugin.
#jira UE-37640
Change 3212310 on 2016/11/28 by Rolando.Caloca
DR - vk - Update glslang to 1.0.33.0
Change 3212446 on 2016/11/28 by Guillaume.Abadie
Implements PreviousFrameSwitch material expression
Change 3212594 on 2016/11/28 by Arne.Schober
DR - Fix missing include
Change 3212681 on 2016/11/29 by Rolando.Caloca
DR - vk - Auto flush for compute shader
Change 3213000 on 2016/11/29 by Gil.Gribb
temp fix for PF_MAX
Change 3213161 on 2016/11/29 by Ben.Woodhouse
Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714
Using:
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/...
Changes from UE4-DX12:
*** CL 3183818 ***
Update D3D12 RHI to 4.14:
- Merged changes from Epic up until 10/20/16
- Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win.
I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time.
I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory.
-Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared.
-Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones.
-Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch.
-Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this.
-Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call.
I improved and cleaned up high freqency call stacks like:
- RHISetShaderTexture
- RHISetShaderResourceViewParameter
- RHISetShaderParameter
- RHISetUAVParameter
In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc.
-Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early.
This work involved a couple changes:
1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count
2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed).
-Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call.
-Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12.
-Delay load D3D12.dll and add root signature 1.1 support.
-Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members.
*** CL 3183824 ***
Fix the D3D12 RHI after integrating UE 4.14 updates:
- Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list.
- Fixed a spelling error
- Removed the need for bForceState, we use dirty bits now
*** CL 3183830 ***
- GetDebugFlags RHI extension, needed by XB1 movie player.
- Only query memory info if stats are enabled
- Add support for the engine's new RHISubmitCommandsAndFlushGPU function
- Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter.
*** CL 3183837 ***
Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects.
*** CL 3183931 ***
Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0)
*** CL 3183978 ***
Update UBT Windows build settings:
- Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Delay load D3D12.dll and add root signature 1.1 support.
*** CL 3184132 ***
Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837.
*** Changelist 3211714 ***
Update D3D12 RHI with fixes:
- Check if we can reserve slots in GatherUniqueSamplerTables
- DirtyState more often in StateCache
- Remove InternalSetSamplerState. The alternate function isn't used.
- Allow MRTClear for arrays with holes in them
- Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range
- Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily.
- Resource transitions: go through Common between queues (3D <--> Compute)
- Fix initial state for placed resources.
- Merging epic
Change 3213250 on 2016/11/29 by Chris.Bunner
GBufferHints tooltip fix.
#jira UE-39103
Change 3213345 on 2016/11/29 by Gil.Gribb
more IWYU fallout
Change 3213676 on 2016/11/29 by Rolando.Caloca
DR - Fix incorrect texture getting cleared
Change 3213728 on 2016/11/29 by Rolando.Caloca
DR - Lambda-ize
Change 3214461 on 2016/11/29 by Ben.Woodhouse
Rollout August QFE4 XDK (required for latest DX12 changes on XB1)
Change 3215317 on 2016/11/30 by Daniel.Wright
PS4 compile fix
Change 3216343 on 2016/11/30 by Arne.Schober
DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals.
Change 3216844 on 2016/12/01 by Ben.Woodhouse
Fix for static analysis warnings after discussion with Microsoft
Change 3216916 on 2016/12/01 by Gil.Gribb
Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3217385 on 2016/12/01 by Arne.Schober
DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass
Change 3217464 on 2016/12/01 by Ben.Woodhouse
Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor
#jira UE-39225
Change 3217534 on 2016/12/01 by Arne.Schober
DR - Fix Merge conflict
Change 3217581 on 2016/12/01 by Rolando.Caloca
DR - Fix assert on debug
Change 3217741 on 2016/12/01 by Benjamin.Hyder
Duplicate audio fix.
Change 3217890 on 2016/12/01 by Rolando.Caloca
DR - Fix widget not rendering properly when hidden
#jira UE-39221
Change 3218129 on 2016/12/01 by Arne.Schober
DR - UE-39214 - Lod dither value as accidently cached accross the static draw list.
Change 3218759 on 2016/12/02 by Guillaume.Abadie
Fixes editor compositing bug caused by alpha through post processing change 3209903
#jira UE-39221
[CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
FDepthDrawingPolicyFactory : : ContextType ( DDM_AllOccluders , false ) ,
2015-09-22 13:51:08 -04:00
StaticMesh ,
2016-07-18 11:58:33 -04:00
StaticMesh . bRequiresPerElementVisibility ? View - > StaticMeshBatchVisibility [ StaticMesh . Id ] : ( ( 1ull < < StaticMesh . Elements . Num ( ) ) - 1 ) ,
2015-09-22 13:51:08 -04:00
true ,
2015-12-10 21:55:37 -05:00
DrawRenderState ,
2015-09-22 13:51:08 -04:00
StaticMesh . PrimitiveSceneInfo - > Proxy ,
2016-06-17 20:25:37 -04:00
StaticMesh . BatchHitProxyId ,
false ,
bIsInstancedStereoEmulated
2015-09-22 13:51:08 -04:00
) ;
2015-07-24 04:37:09 -04:00
}
}
2016-06-17 20:25:37 -04:00
// Restore viewport
if ( bIsInstancedStereoEmulated )
{
RHICmdList . SetViewport ( View - > ViewRect . Min . X , View - > ViewRect . Min . Y , 0.0f , View - > ViewRect . Max . X , View - > ViewRect . Max . Y , 1.0f ) ;
}
2014-03-14 14:13:41 -04:00
}
else if ( IsWholeSceneDirectionalShadow ( ) )
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
// Increment stencil on front-facing zfail, decrement on back-facing zfail.
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
DrawRenderState . SetDepthStencilState (
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3186067 on 2016/11/03 by Daniel.Wright
Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved
Change 3186069 on 2016/11/03 by Daniel.Wright
Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high
Change 3186084 on 2016/11/03 by Mark.Satterthwaite
Duplicate 3172511:
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3186089 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3169764:
Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
#jira FORT-27627
Change 3186113 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183807:
Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
#jira FORT-31649
Change 3186116 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183823:
Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.
Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
#jira FORT-31649
Change 3186818 on 2016/11/04 by Chris.Bunner
PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii).
Change 3186979 on 2016/11/04 by Rolando.Caloca
DR - Misc minor cleanup
Change 3187169 on 2016/11/04 by Uriel.Doyon
Incremental insertion of level data between PostLoad and AddToWorld
Change 3187205 on 2016/11/04 by Mark.Satterthwaite
Compile fixes for iOS.
Change 3187389 on 2016/11/04 by Uriel.Doyon
Fix for possible stall when loading hidden level
Change 3187598 on 2016/11/04 by Michael.Trepka
MetalViewport compile fix
Change 3187678 on 2016/11/04 by Uriel.Doyon
Fix for landscape grass textures not being streamed in correctly.
Change 3187731 on 2016/11/04 by Rolando.Caloca
DR - Start making type safe some cross compiler enums
Change 3187824 on 2016/11/04 by Rolando.Caloca
DR - clang compile fix
Change 3187953 on 2016/11/04 by Rolando.Caloca
DR - vk - Mac compile fix
Change 3188696 on 2016/11/07 by Mark.Satterthwaite
Another iOS compile fix for new MetalViewport validation code.
Change 3188906 on 2016/11/07 by Rolando.Caloca
DR - Show permutation of LUTBlender
Change 3189094 on 2016/11/07 by Chris.Bunner
Fix RemoveAAJitter from projection matrix.
#jira UE-37701, UE-38003
Change 3189134 on 2016/11/07 by Daniel.Wright
Fix for CreateRenderTarget2D called in construction script during cooking
Change 3189145 on 2016/11/07 by Chris.Bunner
Follow-up to CL 3186818, export UMaterialExpressionVectorNoise.
Change 3189239 on 2016/11/07 by Daniel.Wright
Added show flag for Contact Shadows, disabled in planar reflections
Change 3189252 on 2016/11/07 by Daniel.Wright
Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading
Change 3189406 on 2016/11/07 by Mark.Satterthwaite
Really fix the last of the iOS compile errors from changes to the MetalViewport code.
Change 3190854 on 2016/11/08 by Ben.Woodhouse
XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash)
#jira UE-34264
#fyi james.golding
#fyi keith.judge
Change 3190962 on 2016/11/08 by Olaf.Piesche
Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues
Change 3191959 on 2016/11/09 by Uriel.Doyon
Removed some static primitives from the dynamic primitive handler for texture streaming.
Change 3193122 on 2016/11/10 by Chris.Bunner
Always update non-preview material resources for use in code preview.
#jira UE-38223
Change 3193190 on 2016/11/10 by Gil.Gribb
UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame.
#jira UE-36379
Change 3193523 on 2016/11/10 by Uriel.Doyon
Fixed incorrect section bounds used for texture streaming.
Change 3193962 on 2016/11/10 by Uriel.Doyon
Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time.
Change 3193974 on 2016/11/10 by Uriel.Doyon
New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU.
Change 3194109 on 2016/11/10 by Uriel.Doyon
Another patch on material bounds used for texture streaming.
Change 3194665 on 2016/11/11 by Chris.Bunner
Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles.
Change 3194734 on 2016/11/11 by Rolando.Caloca
DR - vk - Simplified some texture casting
Change 3194867 on 2016/11/11 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3195176 on 2016/11/11 by Chris.Bunner
Fixed incorrectly updated NVAPI error.
Change 3195425 on 2016/11/11 by Uriel.Doyon
Fixed possible invalid level reference in the texture streamer
Change 3196512 on 2016/11/14 by Gil.Gribb
Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3196750 on 2016/11/14 by Marcus.Wassmer
Fix ordering problem with GPU cache transitions
Change 3196815 on 2016/11/14 by Daniel.Wright
Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS
Change 3196818 on 2016/11/14 by Daniel.Wright
Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory
Change 3196819 on 2016/11/14 by Daniel.Wright
Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes.
Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers
Change 3197243 on 2016/11/14 by Uriel.Doyon
Async Task For Updating static component LastRender time
#jira UE-24268
Change 3197359 on 2016/11/14 by Daniel.Wright
Added Inscattering Texture controls to ExponentialHeightFog
* When InscatteringColorCubemap is specified, directional light inscattering is disabled
* Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance
* Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match)
* Fog shader permutations based on what feature is enabled
Change 3198419 on 2016/11/15 by Chris.Bunner
PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls.
HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions.
Exposed RHICreateTargetableShaderResource3D.
Moved some (translucent) volume rendering helpers to allow access in Slate.
Change 3198822 on 2016/11/15 by Daniel.Wright
Mac compile fix
Change 3199509 on 2016/11/15 by Uriel.Doyon
Added support for viewmode param asset name (and note just param value).
Used to investigate texture streamer behavior.
Change 3199578 on 2016/11/15 by Rolando.Caloca
DR - Add some shader resource tables to SCW when running with -directcompile
Change 3199698 on 2016/11/15 by Rolando.Caloca
DR - vk - Refactor shader & descriptor bindings
Change 3199712 on 2016/11/15 by Rolando.Caloca
DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader
Change 3199717 on 2016/11/15 by Rolando.Caloca
DR - vk - Show hitching PSO info again
Change 3199750 on 2016/11/15 by Rolando.Caloca
DR - SCW clang compile fixes
Change 3200353 on 2016/11/16 by Rolando.Caloca
DR - vk - Mac fix
Change 3200358 on 2016/11/16 by Chris.Bunner
Only allow UI composition on platforms we currently use it.
Change 3200823 on 2016/11/16 by Chris.Bunner
Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing.
#jira UE-38699
Change 3200947 on 2016/11/16 by Mark.Satterthwaite
Fix UE-38695 by not trying to resize the viewport on the wrong thread.
#jira UE-38695
Change 3201069 on 2016/11/16 by Daniel.Wright
Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors
Change 3201346 on 2016/11/16 by Brian.Karis
Temporal AA fix for correct edge gradients.
Filtering now combined with importance sampling.
Enabled Catmull-Rom resolve filter. Results are now slightly sharper.
Fixed antighosting. Will yet require a dilation to be perfect.
Optimized bicubic filtering to 5 taps instead of 9.
Cleaned out unused code.
Change 3201369 on 2016/11/16 by Brian.Karis
Bicubic texture sample
Change 3201522 on 2016/11/16 by Rolando.Caloca
DR - vk - Fix static analysis issues
Change 3201878 on 2016/11/17 by Chris.Bunner
Temporarily disable Nvapi HDR error logging.
#jira UE-38529
Change 3202108 on 2016/11/17 by Simon.Tovey
Assets with easy repro for flickering particles bug
Change 3202181 on 2016/11/17 by Rolando.Caloca
DR - vk - CIS android fix
Change 3202325 on 2016/11/17 by Ben.Woodhouse
Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850)
Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash)
#jira UE-34264
Change 3204394 on 2016/11/18 by Guillaume.Abadie
PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke)
#br Ben.Woodhouse
Change 3204428 on 2016/11/18 by Guillaume.Abadie
Fixes a couple of issues in decals:
* Crash in FDecalDrawingPolicyFactory::DrawMesh()
* ActorPostion material expression
* PixelNormalWS material expression
* Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE
#jira UE-38327, UE-38158, UE-37818, UE-37350
Change 3204429 on 2016/11/18 by Uriel.Doyon
Darker default undefined accuracy.
Reenabled the texture streaming build in the build all.
Change 3204458 on 2016/11/18 by Chris.Bunner
Shader truncation warnings fix.
Change 3204459 on 2016/11/18 by Chris.Bunner
Engine 'Passthrough' material fuction fix. V4 is now actually a V4.
Change 3204460 on 2016/11/18 by Chris.Bunner
Correctly handle some known Nvapi warnings.
#jira UE-38529
Change 3204653 on 2016/11/18 by Marc.Olano
Helper functions for tiled textures
Checking in for Ryan Brucks
Change 3204863 on 2016/11/18 by Arne.Schober
DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation
Change 3204939 on 2016/11/18 by Arne.Schober
DR - Make clang happy
Change 3204968 on 2016/11/18 by Arne.Schober
DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset.
Change 3206293 on 2016/11/21 by Uriel.Doyon
New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields.
Set to true when the streamer can possibly load a mip in the near future.
#jira UE-37787
Change 3206551 on 2016/11/21 by Chris.Bunner
Added material update context when forcing all shaders to recompile.
#jira UE-38481
Change 3206644 on 2016/11/21 by Benjamin.Hyder
Updating Planar Reflection example in TM-Shadermodels.
Change 3206899 on 2016/11/21 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3206900 on 2016/11/21 by Rolando.Caloca
DR - Added missing strings for shader formats
Change 3206983 on 2016/11/21 by Rolando.Caloca
DR - vk - Support for SV_Coverage
Change 3207237 on 2016/11/22 by Simon.Tovey
Exporting particle module base and a couple of child classes as it's commonly requested.
#test compiles
Change 3207241 on 2016/11/22 by Gil.Gribb
Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3207520 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //Fortnite/Main@3206301
Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
#jira FORT-31616
#code_review keith.judge
Change 3207541 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //fortnite/Main@3207422
* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
#jira UE-38609
Change 3207654 on 2016/11/22 by Chris.Bunner
Don't flag 16-bit PNG/JPG textures as sRGB on import.
#jira UE-30279
Change 3208434 on 2016/11/22 by Rolando.Caloca
DR - vk - UAV transitions
Change 3208490 on 2016/11/22 by Chris.Bunner
Break material code sharing when we detect an unresolvable loop.
By default change IsResultMA loop detection to stop on functions as we can determine type definitively.
Unified IsResultMA detection across switch nodes.
Change 3208860 on 2016/11/23 by Rolando.Caloca
DR - vk - Fix some format issues
Change 3209265 on 2016/11/23 by Arne.Schober
DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface,
We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object.
One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType.
And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState.
Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface.
Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now)
Change 3209305 on 2016/11/23 by Guillaume.Abadie
Fix contact shadow's assemption on objects thickness
Change 3209334 on 2016/11/23 by Brian.Karis
Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense.
Change 3209903 on 2016/11/24 by Guillaume.Abadie
Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL
Change 3209973 on 2016/11/24 by Ben.Woodhouse
Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/)
Change 3210023 on 2016/11/24 by Uriel.Doyon
Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate.
#jira UE-37210
Change 3210026 on 2016/11/24 by Ben.Woodhouse
Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing
Change 3210049 on 2016/11/24 by Ben.Woodhouse
Fix mac build
Change 3210071 on 2016/11/24 by Uriel.Doyon
Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled.
#jira UE-37542
Change 3210374 on 2016/11/25 by Ben.Woodhouse
* Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled)
* Move Decal rendertarget manager function implementations out of the header.
#jira UE-38879
Change 3210390 on 2016/11/25 by Uriel.Doyon
Fixed cubemap resourcesize not taking into account mipgen settings
#jira UE-37045
Change 3210407 on 2016/11/25 by Uriel.Doyon
"resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data.
That can be used in combination with -buildlighting.
Change 3210563 on 2016/11/27 by Rolando.Caloca
DR - vk - Integrate cached memory fixes and PF_D24 format fix
#jira UE-39025
PR #2974
Change 3210564 on 2016/11/27 by Rolando.Caloca
DR - Fix for GL linker
PR #2975
#jira UE-39029
Change 3210592 on 2016/11/27 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3210597 on 2016/11/27 by Rolando.Caloca
DR - vk - Prep for staging UB copies to GPU memory
Change 3210600 on 2016/11/27 by Rolando.Caloca
DR - vk - Extract generic range code
Change 3210613 on 2016/11/27 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitOnDispatch
Change 3211054 on 2016/11/28 by Rolando.Caloca
DR - vk - Missing reference
Change 3211330 on 2016/11/28 by Chris.Bunner
Shader compile error for max texture coordinate count on skinned meshes.
Change 3211384 on 2016/11/28 by Arne.Schober
DR - Enforce move on EnqueueRenderCommand Lambda
Change 3211431 on 2016/11/28 by Gil.Gribb
Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3211738 on 2016/11/28 by Gil.Gribb
IWYU fixes after merge
Change 3212231 on 2016/11/28 by Richard.Wallis
Fix build errors
Change 3212253 on 2016/11/28 by Richard.Wallis
Remove MacGraphicsSwitching plugin.
#jira UE-37640
Change 3212310 on 2016/11/28 by Rolando.Caloca
DR - vk - Update glslang to 1.0.33.0
Change 3212446 on 2016/11/28 by Guillaume.Abadie
Implements PreviousFrameSwitch material expression
Change 3212594 on 2016/11/28 by Arne.Schober
DR - Fix missing include
Change 3212681 on 2016/11/29 by Rolando.Caloca
DR - vk - Auto flush for compute shader
Change 3213000 on 2016/11/29 by Gil.Gribb
temp fix for PF_MAX
Change 3213161 on 2016/11/29 by Ben.Woodhouse
Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714
Using:
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/...
Changes from UE4-DX12:
*** CL 3183818 ***
Update D3D12 RHI to 4.14:
- Merged changes from Epic up until 10/20/16
- Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win.
I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time.
I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory.
-Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared.
-Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones.
-Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch.
-Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this.
-Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call.
I improved and cleaned up high freqency call stacks like:
- RHISetShaderTexture
- RHISetShaderResourceViewParameter
- RHISetShaderParameter
- RHISetUAVParameter
In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc.
-Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early.
This work involved a couple changes:
1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count
2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed).
-Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call.
-Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12.
-Delay load D3D12.dll and add root signature 1.1 support.
-Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members.
*** CL 3183824 ***
Fix the D3D12 RHI after integrating UE 4.14 updates:
- Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list.
- Fixed a spelling error
- Removed the need for bForceState, we use dirty bits now
*** CL 3183830 ***
- GetDebugFlags RHI extension, needed by XB1 movie player.
- Only query memory info if stats are enabled
- Add support for the engine's new RHISubmitCommandsAndFlushGPU function
- Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter.
*** CL 3183837 ***
Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects.
*** CL 3183931 ***
Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0)
*** CL 3183978 ***
Update UBT Windows build settings:
- Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Delay load D3D12.dll and add root signature 1.1 support.
*** CL 3184132 ***
Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837.
*** Changelist 3211714 ***
Update D3D12 RHI with fixes:
- Check if we can reserve slots in GatherUniqueSamplerTables
- DirtyState more often in StateCache
- Remove InternalSetSamplerState. The alternate function isn't used.
- Allow MRTClear for arrays with holes in them
- Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range
- Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily.
- Resource transitions: go through Common between queues (3D <--> Compute)
- Fix initial state for placed resources.
- Merging epic
Change 3213250 on 2016/11/29 by Chris.Bunner
GBufferHints tooltip fix.
#jira UE-39103
Change 3213345 on 2016/11/29 by Gil.Gribb
more IWYU fallout
Change 3213676 on 2016/11/29 by Rolando.Caloca
DR - Fix incorrect texture getting cleared
Change 3213728 on 2016/11/29 by Rolando.Caloca
DR - Lambda-ize
Change 3214461 on 2016/11/29 by Ben.Woodhouse
Rollout August QFE4 XDK (required for latest DX12 changes on XB1)
Change 3215317 on 2016/11/30 by Daniel.Wright
PS4 compile fix
Change 3216343 on 2016/11/30 by Arne.Schober
DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals.
Change 3216844 on 2016/12/01 by Ben.Woodhouse
Fix for static analysis warnings after discussion with Microsoft
Change 3216916 on 2016/12/01 by Gil.Gribb
Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3217385 on 2016/12/01 by Arne.Schober
DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass
Change 3217464 on 2016/12/01 by Ben.Woodhouse
Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor
#jira UE-39225
Change 3217534 on 2016/12/01 by Arne.Schober
DR - Fix Merge conflict
Change 3217581 on 2016/12/01 by Rolando.Caloca
DR - Fix assert on debug
Change 3217741 on 2016/12/01 by Benjamin.Hyder
Duplicate audio fix.
Change 3217890 on 2016/12/01 by Rolando.Caloca
DR - Fix widget not rendering properly when hidden
#jira UE-39221
Change 3218129 on 2016/12/01 by Arne.Schober
DR - UE-39214 - Lod dither value as accidently cached accross the static draw list.
Change 3218759 on 2016/12/02 by Guillaume.Abadie
Fixes editor compositing bug caused by alpha through post processing change 3209903
#jira UE-39221
[CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
TStaticDepthStencilState <
false , CF_DepthNearOrEqual ,
true , CF_Always , SO_Keep , SO_Increment , SO_Keep ,
true , CF_Always , SO_Keep , SO_Decrement , SO_Keep ,
0xff , 0xff
2014-06-05 16:38:54 -04:00
> : : GetRHI ( ) ) ;
2014-05-30 07:58:05 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
FGraphicsPipelineStateInitializer GraphicsPSOInit ;
RHICmdList . ApplyCachedRenderTargets ( GraphicsPSOInit ) ;
GraphicsPSOInit . PrimitiveType = PT_TriangleList ;
DrawRenderState . ApplyToPSO ( GraphicsPSOInit ) ;
GraphicsPSOInit . RasterizerState = TStaticRasterizerState < FM_Solid , CM_None > : : GetRHI ( ) ;
2014-05-30 07:58:05 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
checkSlow ( CascadeSettings . ShadowSplitIndex > = 0 ) ;
checkSlow ( bDirectionalLight ) ;
2014-05-30 07:58:05 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
// Draw 2 fullscreen planes, front facing one at the near subfrustum plane, and back facing one at the far.
2014-05-30 07:58:05 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
// Find the projection shaders.
TShaderMapRef < FShadowProjectionNoTransformVS > VertexShaderNoTransform ( View - > 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
VertexShaderNoTransform - > SetParameters ( RHICmdList , View - > ViewUniformBuffer ) ;
GraphicsPSOInit . BoundShaderState . VertexDeclarationRHI = GetVertexDeclarationFVector4 ( ) ;
GraphicsPSOInit . BoundShaderState . VertexShaderRHI = GETSAFERHISHADER_VERTEX ( * VertexShaderNoTransform ) ;
GraphicsPSOInit . PrimitiveType = PT_TriangleList ;
SetGraphicsPipelineState ( RHICmdList , GraphicsPSOInit ) ;
2014-05-30 07:58:05 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
FVector4 Near = View - > ViewMatrices . GetProjectionMatrix ( ) . TransformFVector4 ( FVector4 ( 0 , 0 , CascadeSettings . SplitNear ) ) ;
FVector4 Far = View - > ViewMatrices . GetProjectionMatrix ( ) . TransformFVector4 ( FVector4 ( 0 , 0 , CascadeSettings . SplitFar ) ) ;
float StencilNear = Near . Z / Near . W ;
float StencilFar = Far . Z / Far . W ;
2014-05-30 07:58:05 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
FVector4 Verts [ ] =
{
// Far Plane
FVector4 ( 1 , 1 , StencilFar ) ,
FVector4 ( - 1 , 1 , StencilFar ) ,
FVector4 ( 1 , - 1 , StencilFar ) ,
FVector4 ( 1 , - 1 , StencilFar ) ,
FVector4 ( - 1 , 1 , StencilFar ) ,
FVector4 ( - 1 , - 1 , StencilFar ) ,
2014-05-30 07:58:05 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
// Near Plane
FVector4 ( - 1 , 1 , StencilNear ) ,
FVector4 ( 1 , 1 , StencilNear ) ,
FVector4 ( - 1 , - 1 , StencilNear ) ,
FVector4 ( - 1 , - 1 , StencilNear ) ,
FVector4 ( 1 , 1 , StencilNear ) ,
FVector4 ( 1 , - 1 , StencilNear ) ,
} ;
2014-05-30 07:58:05 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
// Only draw the near plane if this is not the nearest split
DrawPrimitiveUP ( RHICmdList , PT_TriangleList , ( CascadeSettings . ShadowSplitIndex > 0 ) ? 4 : 2 , Verts , sizeof ( FVector4 ) ) ;
2014-03-14 14:13:41 -04:00
}
// Not a preshadow, mask the projection to any pixels inside the frustum.
else
{
if ( bCameraInsideShadowFrustum )
{
// Use zfail stenciling when the camera is inside the frustum or the near plane is potentially clipping,
// Because zfail handles these cases while zpass does not.
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
// zfail stenciling is somewhat slower than zpass because on modern GPUs HiZ will be disabled when setting up stencil.
2014-03-14 14:13:41 -04:00
// Increment stencil on front-facing zfail, decrement on back-facing zfail.
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
DrawRenderState . SetDepthStencilState (
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3186067 on 2016/11/03 by Daniel.Wright
Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved
Change 3186069 on 2016/11/03 by Daniel.Wright
Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high
Change 3186084 on 2016/11/03 by Mark.Satterthwaite
Duplicate 3172511:
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3186089 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3169764:
Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
#jira FORT-27627
Change 3186113 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183807:
Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
#jira FORT-31649
Change 3186116 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183823:
Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.
Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
#jira FORT-31649
Change 3186818 on 2016/11/04 by Chris.Bunner
PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii).
Change 3186979 on 2016/11/04 by Rolando.Caloca
DR - Misc minor cleanup
Change 3187169 on 2016/11/04 by Uriel.Doyon
Incremental insertion of level data between PostLoad and AddToWorld
Change 3187205 on 2016/11/04 by Mark.Satterthwaite
Compile fixes for iOS.
Change 3187389 on 2016/11/04 by Uriel.Doyon
Fix for possible stall when loading hidden level
Change 3187598 on 2016/11/04 by Michael.Trepka
MetalViewport compile fix
Change 3187678 on 2016/11/04 by Uriel.Doyon
Fix for landscape grass textures not being streamed in correctly.
Change 3187731 on 2016/11/04 by Rolando.Caloca
DR - Start making type safe some cross compiler enums
Change 3187824 on 2016/11/04 by Rolando.Caloca
DR - clang compile fix
Change 3187953 on 2016/11/04 by Rolando.Caloca
DR - vk - Mac compile fix
Change 3188696 on 2016/11/07 by Mark.Satterthwaite
Another iOS compile fix for new MetalViewport validation code.
Change 3188906 on 2016/11/07 by Rolando.Caloca
DR - Show permutation of LUTBlender
Change 3189094 on 2016/11/07 by Chris.Bunner
Fix RemoveAAJitter from projection matrix.
#jira UE-37701, UE-38003
Change 3189134 on 2016/11/07 by Daniel.Wright
Fix for CreateRenderTarget2D called in construction script during cooking
Change 3189145 on 2016/11/07 by Chris.Bunner
Follow-up to CL 3186818, export UMaterialExpressionVectorNoise.
Change 3189239 on 2016/11/07 by Daniel.Wright
Added show flag for Contact Shadows, disabled in planar reflections
Change 3189252 on 2016/11/07 by Daniel.Wright
Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading
Change 3189406 on 2016/11/07 by Mark.Satterthwaite
Really fix the last of the iOS compile errors from changes to the MetalViewport code.
Change 3190854 on 2016/11/08 by Ben.Woodhouse
XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash)
#jira UE-34264
#fyi james.golding
#fyi keith.judge
Change 3190962 on 2016/11/08 by Olaf.Piesche
Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues
Change 3191959 on 2016/11/09 by Uriel.Doyon
Removed some static primitives from the dynamic primitive handler for texture streaming.
Change 3193122 on 2016/11/10 by Chris.Bunner
Always update non-preview material resources for use in code preview.
#jira UE-38223
Change 3193190 on 2016/11/10 by Gil.Gribb
UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame.
#jira UE-36379
Change 3193523 on 2016/11/10 by Uriel.Doyon
Fixed incorrect section bounds used for texture streaming.
Change 3193962 on 2016/11/10 by Uriel.Doyon
Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time.
Change 3193974 on 2016/11/10 by Uriel.Doyon
New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU.
Change 3194109 on 2016/11/10 by Uriel.Doyon
Another patch on material bounds used for texture streaming.
Change 3194665 on 2016/11/11 by Chris.Bunner
Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles.
Change 3194734 on 2016/11/11 by Rolando.Caloca
DR - vk - Simplified some texture casting
Change 3194867 on 2016/11/11 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3195176 on 2016/11/11 by Chris.Bunner
Fixed incorrectly updated NVAPI error.
Change 3195425 on 2016/11/11 by Uriel.Doyon
Fixed possible invalid level reference in the texture streamer
Change 3196512 on 2016/11/14 by Gil.Gribb
Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3196750 on 2016/11/14 by Marcus.Wassmer
Fix ordering problem with GPU cache transitions
Change 3196815 on 2016/11/14 by Daniel.Wright
Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS
Change 3196818 on 2016/11/14 by Daniel.Wright
Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory
Change 3196819 on 2016/11/14 by Daniel.Wright
Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes.
Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers
Change 3197243 on 2016/11/14 by Uriel.Doyon
Async Task For Updating static component LastRender time
#jira UE-24268
Change 3197359 on 2016/11/14 by Daniel.Wright
Added Inscattering Texture controls to ExponentialHeightFog
* When InscatteringColorCubemap is specified, directional light inscattering is disabled
* Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance
* Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match)
* Fog shader permutations based on what feature is enabled
Change 3198419 on 2016/11/15 by Chris.Bunner
PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls.
HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions.
Exposed RHICreateTargetableShaderResource3D.
Moved some (translucent) volume rendering helpers to allow access in Slate.
Change 3198822 on 2016/11/15 by Daniel.Wright
Mac compile fix
Change 3199509 on 2016/11/15 by Uriel.Doyon
Added support for viewmode param asset name (and note just param value).
Used to investigate texture streamer behavior.
Change 3199578 on 2016/11/15 by Rolando.Caloca
DR - Add some shader resource tables to SCW when running with -directcompile
Change 3199698 on 2016/11/15 by Rolando.Caloca
DR - vk - Refactor shader & descriptor bindings
Change 3199712 on 2016/11/15 by Rolando.Caloca
DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader
Change 3199717 on 2016/11/15 by Rolando.Caloca
DR - vk - Show hitching PSO info again
Change 3199750 on 2016/11/15 by Rolando.Caloca
DR - SCW clang compile fixes
Change 3200353 on 2016/11/16 by Rolando.Caloca
DR - vk - Mac fix
Change 3200358 on 2016/11/16 by Chris.Bunner
Only allow UI composition on platforms we currently use it.
Change 3200823 on 2016/11/16 by Chris.Bunner
Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing.
#jira UE-38699
Change 3200947 on 2016/11/16 by Mark.Satterthwaite
Fix UE-38695 by not trying to resize the viewport on the wrong thread.
#jira UE-38695
Change 3201069 on 2016/11/16 by Daniel.Wright
Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors
Change 3201346 on 2016/11/16 by Brian.Karis
Temporal AA fix for correct edge gradients.
Filtering now combined with importance sampling.
Enabled Catmull-Rom resolve filter. Results are now slightly sharper.
Fixed antighosting. Will yet require a dilation to be perfect.
Optimized bicubic filtering to 5 taps instead of 9.
Cleaned out unused code.
Change 3201369 on 2016/11/16 by Brian.Karis
Bicubic texture sample
Change 3201522 on 2016/11/16 by Rolando.Caloca
DR - vk - Fix static analysis issues
Change 3201878 on 2016/11/17 by Chris.Bunner
Temporarily disable Nvapi HDR error logging.
#jira UE-38529
Change 3202108 on 2016/11/17 by Simon.Tovey
Assets with easy repro for flickering particles bug
Change 3202181 on 2016/11/17 by Rolando.Caloca
DR - vk - CIS android fix
Change 3202325 on 2016/11/17 by Ben.Woodhouse
Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850)
Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash)
#jira UE-34264
Change 3204394 on 2016/11/18 by Guillaume.Abadie
PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke)
#br Ben.Woodhouse
Change 3204428 on 2016/11/18 by Guillaume.Abadie
Fixes a couple of issues in decals:
* Crash in FDecalDrawingPolicyFactory::DrawMesh()
* ActorPostion material expression
* PixelNormalWS material expression
* Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE
#jira UE-38327, UE-38158, UE-37818, UE-37350
Change 3204429 on 2016/11/18 by Uriel.Doyon
Darker default undefined accuracy.
Reenabled the texture streaming build in the build all.
Change 3204458 on 2016/11/18 by Chris.Bunner
Shader truncation warnings fix.
Change 3204459 on 2016/11/18 by Chris.Bunner
Engine 'Passthrough' material fuction fix. V4 is now actually a V4.
Change 3204460 on 2016/11/18 by Chris.Bunner
Correctly handle some known Nvapi warnings.
#jira UE-38529
Change 3204653 on 2016/11/18 by Marc.Olano
Helper functions for tiled textures
Checking in for Ryan Brucks
Change 3204863 on 2016/11/18 by Arne.Schober
DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation
Change 3204939 on 2016/11/18 by Arne.Schober
DR - Make clang happy
Change 3204968 on 2016/11/18 by Arne.Schober
DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset.
Change 3206293 on 2016/11/21 by Uriel.Doyon
New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields.
Set to true when the streamer can possibly load a mip in the near future.
#jira UE-37787
Change 3206551 on 2016/11/21 by Chris.Bunner
Added material update context when forcing all shaders to recompile.
#jira UE-38481
Change 3206644 on 2016/11/21 by Benjamin.Hyder
Updating Planar Reflection example in TM-Shadermodels.
Change 3206899 on 2016/11/21 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3206900 on 2016/11/21 by Rolando.Caloca
DR - Added missing strings for shader formats
Change 3206983 on 2016/11/21 by Rolando.Caloca
DR - vk - Support for SV_Coverage
Change 3207237 on 2016/11/22 by Simon.Tovey
Exporting particle module base and a couple of child classes as it's commonly requested.
#test compiles
Change 3207241 on 2016/11/22 by Gil.Gribb
Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3207520 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //Fortnite/Main@3206301
Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
#jira FORT-31616
#code_review keith.judge
Change 3207541 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //fortnite/Main@3207422
* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
#jira UE-38609
Change 3207654 on 2016/11/22 by Chris.Bunner
Don't flag 16-bit PNG/JPG textures as sRGB on import.
#jira UE-30279
Change 3208434 on 2016/11/22 by Rolando.Caloca
DR - vk - UAV transitions
Change 3208490 on 2016/11/22 by Chris.Bunner
Break material code sharing when we detect an unresolvable loop.
By default change IsResultMA loop detection to stop on functions as we can determine type definitively.
Unified IsResultMA detection across switch nodes.
Change 3208860 on 2016/11/23 by Rolando.Caloca
DR - vk - Fix some format issues
Change 3209265 on 2016/11/23 by Arne.Schober
DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface,
We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object.
One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType.
And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState.
Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface.
Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now)
Change 3209305 on 2016/11/23 by Guillaume.Abadie
Fix contact shadow's assemption on objects thickness
Change 3209334 on 2016/11/23 by Brian.Karis
Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense.
Change 3209903 on 2016/11/24 by Guillaume.Abadie
Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL
Change 3209973 on 2016/11/24 by Ben.Woodhouse
Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/)
Change 3210023 on 2016/11/24 by Uriel.Doyon
Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate.
#jira UE-37210
Change 3210026 on 2016/11/24 by Ben.Woodhouse
Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing
Change 3210049 on 2016/11/24 by Ben.Woodhouse
Fix mac build
Change 3210071 on 2016/11/24 by Uriel.Doyon
Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled.
#jira UE-37542
Change 3210374 on 2016/11/25 by Ben.Woodhouse
* Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled)
* Move Decal rendertarget manager function implementations out of the header.
#jira UE-38879
Change 3210390 on 2016/11/25 by Uriel.Doyon
Fixed cubemap resourcesize not taking into account mipgen settings
#jira UE-37045
Change 3210407 on 2016/11/25 by Uriel.Doyon
"resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data.
That can be used in combination with -buildlighting.
Change 3210563 on 2016/11/27 by Rolando.Caloca
DR - vk - Integrate cached memory fixes and PF_D24 format fix
#jira UE-39025
PR #2974
Change 3210564 on 2016/11/27 by Rolando.Caloca
DR - Fix for GL linker
PR #2975
#jira UE-39029
Change 3210592 on 2016/11/27 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3210597 on 2016/11/27 by Rolando.Caloca
DR - vk - Prep for staging UB copies to GPU memory
Change 3210600 on 2016/11/27 by Rolando.Caloca
DR - vk - Extract generic range code
Change 3210613 on 2016/11/27 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitOnDispatch
Change 3211054 on 2016/11/28 by Rolando.Caloca
DR - vk - Missing reference
Change 3211330 on 2016/11/28 by Chris.Bunner
Shader compile error for max texture coordinate count on skinned meshes.
Change 3211384 on 2016/11/28 by Arne.Schober
DR - Enforce move on EnqueueRenderCommand Lambda
Change 3211431 on 2016/11/28 by Gil.Gribb
Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3211738 on 2016/11/28 by Gil.Gribb
IWYU fixes after merge
Change 3212231 on 2016/11/28 by Richard.Wallis
Fix build errors
Change 3212253 on 2016/11/28 by Richard.Wallis
Remove MacGraphicsSwitching plugin.
#jira UE-37640
Change 3212310 on 2016/11/28 by Rolando.Caloca
DR - vk - Update glslang to 1.0.33.0
Change 3212446 on 2016/11/28 by Guillaume.Abadie
Implements PreviousFrameSwitch material expression
Change 3212594 on 2016/11/28 by Arne.Schober
DR - Fix missing include
Change 3212681 on 2016/11/29 by Rolando.Caloca
DR - vk - Auto flush for compute shader
Change 3213000 on 2016/11/29 by Gil.Gribb
temp fix for PF_MAX
Change 3213161 on 2016/11/29 by Ben.Woodhouse
Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714
Using:
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/...
Changes from UE4-DX12:
*** CL 3183818 ***
Update D3D12 RHI to 4.14:
- Merged changes from Epic up until 10/20/16
- Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win.
I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time.
I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory.
-Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared.
-Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones.
-Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch.
-Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this.
-Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call.
I improved and cleaned up high freqency call stacks like:
- RHISetShaderTexture
- RHISetShaderResourceViewParameter
- RHISetShaderParameter
- RHISetUAVParameter
In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc.
-Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early.
This work involved a couple changes:
1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count
2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed).
-Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call.
-Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12.
-Delay load D3D12.dll and add root signature 1.1 support.
-Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members.
*** CL 3183824 ***
Fix the D3D12 RHI after integrating UE 4.14 updates:
- Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list.
- Fixed a spelling error
- Removed the need for bForceState, we use dirty bits now
*** CL 3183830 ***
- GetDebugFlags RHI extension, needed by XB1 movie player.
- Only query memory info if stats are enabled
- Add support for the engine's new RHISubmitCommandsAndFlushGPU function
- Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter.
*** CL 3183837 ***
Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects.
*** CL 3183931 ***
Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0)
*** CL 3183978 ***
Update UBT Windows build settings:
- Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Delay load D3D12.dll and add root signature 1.1 support.
*** CL 3184132 ***
Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837.
*** Changelist 3211714 ***
Update D3D12 RHI with fixes:
- Check if we can reserve slots in GatherUniqueSamplerTables
- DirtyState more often in StateCache
- Remove InternalSetSamplerState. The alternate function isn't used.
- Allow MRTClear for arrays with holes in them
- Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range
- Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily.
- Resource transitions: go through Common between queues (3D <--> Compute)
- Fix initial state for placed resources.
- Merging epic
Change 3213250 on 2016/11/29 by Chris.Bunner
GBufferHints tooltip fix.
#jira UE-39103
Change 3213345 on 2016/11/29 by Gil.Gribb
more IWYU fallout
Change 3213676 on 2016/11/29 by Rolando.Caloca
DR - Fix incorrect texture getting cleared
Change 3213728 on 2016/11/29 by Rolando.Caloca
DR - Lambda-ize
Change 3214461 on 2016/11/29 by Ben.Woodhouse
Rollout August QFE4 XDK (required for latest DX12 changes on XB1)
Change 3215317 on 2016/11/30 by Daniel.Wright
PS4 compile fix
Change 3216343 on 2016/11/30 by Arne.Schober
DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals.
Change 3216844 on 2016/12/01 by Ben.Woodhouse
Fix for static analysis warnings after discussion with Microsoft
Change 3216916 on 2016/12/01 by Gil.Gribb
Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3217385 on 2016/12/01 by Arne.Schober
DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass
Change 3217464 on 2016/12/01 by Ben.Woodhouse
Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor
#jira UE-39225
Change 3217534 on 2016/12/01 by Arne.Schober
DR - Fix Merge conflict
Change 3217581 on 2016/12/01 by Rolando.Caloca
DR - Fix assert on debug
Change 3217741 on 2016/12/01 by Benjamin.Hyder
Duplicate audio fix.
Change 3217890 on 2016/12/01 by Rolando.Caloca
DR - Fix widget not rendering properly when hidden
#jira UE-39221
Change 3218129 on 2016/12/01 by Arne.Schober
DR - UE-39214 - Lod dither value as accidently cached accross the static draw list.
Change 3218759 on 2016/12/02 by Guillaume.Abadie
Fixes editor compositing bug caused by alpha through post processing change 3209903
#jira UE-39221
[CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
TStaticDepthStencilState <
false , CF_DepthNearOrEqual ,
true , CF_Always , SO_Keep , SO_Increment , SO_Keep ,
true , CF_Always , SO_Keep , SO_Decrement , SO_Keep ,
0xff , 0xff
2014-03-14 14:13:41 -04:00
> : : GetRHI ( ) ) ;
}
else
{
// Increment stencil on front-facing zpass, decrement on back-facing zpass.
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
// HiZ will be enabled on modern GPUs which will save a little GPU time.
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
DrawRenderState . SetDepthStencilState (
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3186067 on 2016/11/03 by Daniel.Wright
Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved
Change 3186069 on 2016/11/03 by Daniel.Wright
Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high
Change 3186084 on 2016/11/03 by Mark.Satterthwaite
Duplicate 3172511:
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3186089 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3169764:
Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
#jira FORT-27627
Change 3186113 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183807:
Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
#jira FORT-31649
Change 3186116 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183823:
Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.
Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
#jira FORT-31649
Change 3186818 on 2016/11/04 by Chris.Bunner
PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii).
Change 3186979 on 2016/11/04 by Rolando.Caloca
DR - Misc minor cleanup
Change 3187169 on 2016/11/04 by Uriel.Doyon
Incremental insertion of level data between PostLoad and AddToWorld
Change 3187205 on 2016/11/04 by Mark.Satterthwaite
Compile fixes for iOS.
Change 3187389 on 2016/11/04 by Uriel.Doyon
Fix for possible stall when loading hidden level
Change 3187598 on 2016/11/04 by Michael.Trepka
MetalViewport compile fix
Change 3187678 on 2016/11/04 by Uriel.Doyon
Fix for landscape grass textures not being streamed in correctly.
Change 3187731 on 2016/11/04 by Rolando.Caloca
DR - Start making type safe some cross compiler enums
Change 3187824 on 2016/11/04 by Rolando.Caloca
DR - clang compile fix
Change 3187953 on 2016/11/04 by Rolando.Caloca
DR - vk - Mac compile fix
Change 3188696 on 2016/11/07 by Mark.Satterthwaite
Another iOS compile fix for new MetalViewport validation code.
Change 3188906 on 2016/11/07 by Rolando.Caloca
DR - Show permutation of LUTBlender
Change 3189094 on 2016/11/07 by Chris.Bunner
Fix RemoveAAJitter from projection matrix.
#jira UE-37701, UE-38003
Change 3189134 on 2016/11/07 by Daniel.Wright
Fix for CreateRenderTarget2D called in construction script during cooking
Change 3189145 on 2016/11/07 by Chris.Bunner
Follow-up to CL 3186818, export UMaterialExpressionVectorNoise.
Change 3189239 on 2016/11/07 by Daniel.Wright
Added show flag for Contact Shadows, disabled in planar reflections
Change 3189252 on 2016/11/07 by Daniel.Wright
Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading
Change 3189406 on 2016/11/07 by Mark.Satterthwaite
Really fix the last of the iOS compile errors from changes to the MetalViewport code.
Change 3190854 on 2016/11/08 by Ben.Woodhouse
XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash)
#jira UE-34264
#fyi james.golding
#fyi keith.judge
Change 3190962 on 2016/11/08 by Olaf.Piesche
Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues
Change 3191959 on 2016/11/09 by Uriel.Doyon
Removed some static primitives from the dynamic primitive handler for texture streaming.
Change 3193122 on 2016/11/10 by Chris.Bunner
Always update non-preview material resources for use in code preview.
#jira UE-38223
Change 3193190 on 2016/11/10 by Gil.Gribb
UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame.
#jira UE-36379
Change 3193523 on 2016/11/10 by Uriel.Doyon
Fixed incorrect section bounds used for texture streaming.
Change 3193962 on 2016/11/10 by Uriel.Doyon
Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time.
Change 3193974 on 2016/11/10 by Uriel.Doyon
New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU.
Change 3194109 on 2016/11/10 by Uriel.Doyon
Another patch on material bounds used for texture streaming.
Change 3194665 on 2016/11/11 by Chris.Bunner
Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles.
Change 3194734 on 2016/11/11 by Rolando.Caloca
DR - vk - Simplified some texture casting
Change 3194867 on 2016/11/11 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3195176 on 2016/11/11 by Chris.Bunner
Fixed incorrectly updated NVAPI error.
Change 3195425 on 2016/11/11 by Uriel.Doyon
Fixed possible invalid level reference in the texture streamer
Change 3196512 on 2016/11/14 by Gil.Gribb
Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3196750 on 2016/11/14 by Marcus.Wassmer
Fix ordering problem with GPU cache transitions
Change 3196815 on 2016/11/14 by Daniel.Wright
Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS
Change 3196818 on 2016/11/14 by Daniel.Wright
Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory
Change 3196819 on 2016/11/14 by Daniel.Wright
Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes.
Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers
Change 3197243 on 2016/11/14 by Uriel.Doyon
Async Task For Updating static component LastRender time
#jira UE-24268
Change 3197359 on 2016/11/14 by Daniel.Wright
Added Inscattering Texture controls to ExponentialHeightFog
* When InscatteringColorCubemap is specified, directional light inscattering is disabled
* Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance
* Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match)
* Fog shader permutations based on what feature is enabled
Change 3198419 on 2016/11/15 by Chris.Bunner
PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls.
HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions.
Exposed RHICreateTargetableShaderResource3D.
Moved some (translucent) volume rendering helpers to allow access in Slate.
Change 3198822 on 2016/11/15 by Daniel.Wright
Mac compile fix
Change 3199509 on 2016/11/15 by Uriel.Doyon
Added support for viewmode param asset name (and note just param value).
Used to investigate texture streamer behavior.
Change 3199578 on 2016/11/15 by Rolando.Caloca
DR - Add some shader resource tables to SCW when running with -directcompile
Change 3199698 on 2016/11/15 by Rolando.Caloca
DR - vk - Refactor shader & descriptor bindings
Change 3199712 on 2016/11/15 by Rolando.Caloca
DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader
Change 3199717 on 2016/11/15 by Rolando.Caloca
DR - vk - Show hitching PSO info again
Change 3199750 on 2016/11/15 by Rolando.Caloca
DR - SCW clang compile fixes
Change 3200353 on 2016/11/16 by Rolando.Caloca
DR - vk - Mac fix
Change 3200358 on 2016/11/16 by Chris.Bunner
Only allow UI composition on platforms we currently use it.
Change 3200823 on 2016/11/16 by Chris.Bunner
Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing.
#jira UE-38699
Change 3200947 on 2016/11/16 by Mark.Satterthwaite
Fix UE-38695 by not trying to resize the viewport on the wrong thread.
#jira UE-38695
Change 3201069 on 2016/11/16 by Daniel.Wright
Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors
Change 3201346 on 2016/11/16 by Brian.Karis
Temporal AA fix for correct edge gradients.
Filtering now combined with importance sampling.
Enabled Catmull-Rom resolve filter. Results are now slightly sharper.
Fixed antighosting. Will yet require a dilation to be perfect.
Optimized bicubic filtering to 5 taps instead of 9.
Cleaned out unused code.
Change 3201369 on 2016/11/16 by Brian.Karis
Bicubic texture sample
Change 3201522 on 2016/11/16 by Rolando.Caloca
DR - vk - Fix static analysis issues
Change 3201878 on 2016/11/17 by Chris.Bunner
Temporarily disable Nvapi HDR error logging.
#jira UE-38529
Change 3202108 on 2016/11/17 by Simon.Tovey
Assets with easy repro for flickering particles bug
Change 3202181 on 2016/11/17 by Rolando.Caloca
DR - vk - CIS android fix
Change 3202325 on 2016/11/17 by Ben.Woodhouse
Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850)
Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash)
#jira UE-34264
Change 3204394 on 2016/11/18 by Guillaume.Abadie
PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke)
#br Ben.Woodhouse
Change 3204428 on 2016/11/18 by Guillaume.Abadie
Fixes a couple of issues in decals:
* Crash in FDecalDrawingPolicyFactory::DrawMesh()
* ActorPostion material expression
* PixelNormalWS material expression
* Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE
#jira UE-38327, UE-38158, UE-37818, UE-37350
Change 3204429 on 2016/11/18 by Uriel.Doyon
Darker default undefined accuracy.
Reenabled the texture streaming build in the build all.
Change 3204458 on 2016/11/18 by Chris.Bunner
Shader truncation warnings fix.
Change 3204459 on 2016/11/18 by Chris.Bunner
Engine 'Passthrough' material fuction fix. V4 is now actually a V4.
Change 3204460 on 2016/11/18 by Chris.Bunner
Correctly handle some known Nvapi warnings.
#jira UE-38529
Change 3204653 on 2016/11/18 by Marc.Olano
Helper functions for tiled textures
Checking in for Ryan Brucks
Change 3204863 on 2016/11/18 by Arne.Schober
DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation
Change 3204939 on 2016/11/18 by Arne.Schober
DR - Make clang happy
Change 3204968 on 2016/11/18 by Arne.Schober
DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset.
Change 3206293 on 2016/11/21 by Uriel.Doyon
New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields.
Set to true when the streamer can possibly load a mip in the near future.
#jira UE-37787
Change 3206551 on 2016/11/21 by Chris.Bunner
Added material update context when forcing all shaders to recompile.
#jira UE-38481
Change 3206644 on 2016/11/21 by Benjamin.Hyder
Updating Planar Reflection example in TM-Shadermodels.
Change 3206899 on 2016/11/21 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3206900 on 2016/11/21 by Rolando.Caloca
DR - Added missing strings for shader formats
Change 3206983 on 2016/11/21 by Rolando.Caloca
DR - vk - Support for SV_Coverage
Change 3207237 on 2016/11/22 by Simon.Tovey
Exporting particle module base and a couple of child classes as it's commonly requested.
#test compiles
Change 3207241 on 2016/11/22 by Gil.Gribb
Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3207520 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //Fortnite/Main@3206301
Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
#jira FORT-31616
#code_review keith.judge
Change 3207541 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //fortnite/Main@3207422
* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
#jira UE-38609
Change 3207654 on 2016/11/22 by Chris.Bunner
Don't flag 16-bit PNG/JPG textures as sRGB on import.
#jira UE-30279
Change 3208434 on 2016/11/22 by Rolando.Caloca
DR - vk - UAV transitions
Change 3208490 on 2016/11/22 by Chris.Bunner
Break material code sharing when we detect an unresolvable loop.
By default change IsResultMA loop detection to stop on functions as we can determine type definitively.
Unified IsResultMA detection across switch nodes.
Change 3208860 on 2016/11/23 by Rolando.Caloca
DR - vk - Fix some format issues
Change 3209265 on 2016/11/23 by Arne.Schober
DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface,
We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object.
One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType.
And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState.
Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface.
Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now)
Change 3209305 on 2016/11/23 by Guillaume.Abadie
Fix contact shadow's assemption on objects thickness
Change 3209334 on 2016/11/23 by Brian.Karis
Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense.
Change 3209903 on 2016/11/24 by Guillaume.Abadie
Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL
Change 3209973 on 2016/11/24 by Ben.Woodhouse
Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/)
Change 3210023 on 2016/11/24 by Uriel.Doyon
Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate.
#jira UE-37210
Change 3210026 on 2016/11/24 by Ben.Woodhouse
Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing
Change 3210049 on 2016/11/24 by Ben.Woodhouse
Fix mac build
Change 3210071 on 2016/11/24 by Uriel.Doyon
Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled.
#jira UE-37542
Change 3210374 on 2016/11/25 by Ben.Woodhouse
* Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled)
* Move Decal rendertarget manager function implementations out of the header.
#jira UE-38879
Change 3210390 on 2016/11/25 by Uriel.Doyon
Fixed cubemap resourcesize not taking into account mipgen settings
#jira UE-37045
Change 3210407 on 2016/11/25 by Uriel.Doyon
"resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data.
That can be used in combination with -buildlighting.
Change 3210563 on 2016/11/27 by Rolando.Caloca
DR - vk - Integrate cached memory fixes and PF_D24 format fix
#jira UE-39025
PR #2974
Change 3210564 on 2016/11/27 by Rolando.Caloca
DR - Fix for GL linker
PR #2975
#jira UE-39029
Change 3210592 on 2016/11/27 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3210597 on 2016/11/27 by Rolando.Caloca
DR - vk - Prep for staging UB copies to GPU memory
Change 3210600 on 2016/11/27 by Rolando.Caloca
DR - vk - Extract generic range code
Change 3210613 on 2016/11/27 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitOnDispatch
Change 3211054 on 2016/11/28 by Rolando.Caloca
DR - vk - Missing reference
Change 3211330 on 2016/11/28 by Chris.Bunner
Shader compile error for max texture coordinate count on skinned meshes.
Change 3211384 on 2016/11/28 by Arne.Schober
DR - Enforce move on EnqueueRenderCommand Lambda
Change 3211431 on 2016/11/28 by Gil.Gribb
Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3211738 on 2016/11/28 by Gil.Gribb
IWYU fixes after merge
Change 3212231 on 2016/11/28 by Richard.Wallis
Fix build errors
Change 3212253 on 2016/11/28 by Richard.Wallis
Remove MacGraphicsSwitching plugin.
#jira UE-37640
Change 3212310 on 2016/11/28 by Rolando.Caloca
DR - vk - Update glslang to 1.0.33.0
Change 3212446 on 2016/11/28 by Guillaume.Abadie
Implements PreviousFrameSwitch material expression
Change 3212594 on 2016/11/28 by Arne.Schober
DR - Fix missing include
Change 3212681 on 2016/11/29 by Rolando.Caloca
DR - vk - Auto flush for compute shader
Change 3213000 on 2016/11/29 by Gil.Gribb
temp fix for PF_MAX
Change 3213161 on 2016/11/29 by Ben.Woodhouse
Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714
Using:
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/...
Changes from UE4-DX12:
*** CL 3183818 ***
Update D3D12 RHI to 4.14:
- Merged changes from Epic up until 10/20/16
- Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win.
I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time.
I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory.
-Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared.
-Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones.
-Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch.
-Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this.
-Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call.
I improved and cleaned up high freqency call stacks like:
- RHISetShaderTexture
- RHISetShaderResourceViewParameter
- RHISetShaderParameter
- RHISetUAVParameter
In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc.
-Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early.
This work involved a couple changes:
1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count
2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed).
-Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call.
-Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12.
-Delay load D3D12.dll and add root signature 1.1 support.
-Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members.
*** CL 3183824 ***
Fix the D3D12 RHI after integrating UE 4.14 updates:
- Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list.
- Fixed a spelling error
- Removed the need for bForceState, we use dirty bits now
*** CL 3183830 ***
- GetDebugFlags RHI extension, needed by XB1 movie player.
- Only query memory info if stats are enabled
- Add support for the engine's new RHISubmitCommandsAndFlushGPU function
- Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter.
*** CL 3183837 ***
Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects.
*** CL 3183931 ***
Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0)
*** CL 3183978 ***
Update UBT Windows build settings:
- Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Delay load D3D12.dll and add root signature 1.1 support.
*** CL 3184132 ***
Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837.
*** Changelist 3211714 ***
Update D3D12 RHI with fixes:
- Check if we can reserve slots in GatherUniqueSamplerTables
- DirtyState more often in StateCache
- Remove InternalSetSamplerState. The alternate function isn't used.
- Allow MRTClear for arrays with holes in them
- Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range
- Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily.
- Resource transitions: go through Common between queues (3D <--> Compute)
- Fix initial state for placed resources.
- Merging epic
Change 3213250 on 2016/11/29 by Chris.Bunner
GBufferHints tooltip fix.
#jira UE-39103
Change 3213345 on 2016/11/29 by Gil.Gribb
more IWYU fallout
Change 3213676 on 2016/11/29 by Rolando.Caloca
DR - Fix incorrect texture getting cleared
Change 3213728 on 2016/11/29 by Rolando.Caloca
DR - Lambda-ize
Change 3214461 on 2016/11/29 by Ben.Woodhouse
Rollout August QFE4 XDK (required for latest DX12 changes on XB1)
Change 3215317 on 2016/11/30 by Daniel.Wright
PS4 compile fix
Change 3216343 on 2016/11/30 by Arne.Schober
DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals.
Change 3216844 on 2016/12/01 by Ben.Woodhouse
Fix for static analysis warnings after discussion with Microsoft
Change 3216916 on 2016/12/01 by Gil.Gribb
Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3217385 on 2016/12/01 by Arne.Schober
DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass
Change 3217464 on 2016/12/01 by Ben.Woodhouse
Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor
#jira UE-39225
Change 3217534 on 2016/12/01 by Arne.Schober
DR - Fix Merge conflict
Change 3217581 on 2016/12/01 by Rolando.Caloca
DR - Fix assert on debug
Change 3217741 on 2016/12/01 by Benjamin.Hyder
Duplicate audio fix.
Change 3217890 on 2016/12/01 by Rolando.Caloca
DR - Fix widget not rendering properly when hidden
#jira UE-39221
Change 3218129 on 2016/12/01 by Arne.Schober
DR - UE-39214 - Lod dither value as accidently cached accross the static draw list.
Change 3218759 on 2016/12/02 by Guillaume.Abadie
Fixes editor compositing bug caused by alpha through post processing change 3209903
#jira UE-39221
[CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
TStaticDepthStencilState <
false , CF_DepthNearOrEqual ,
true , CF_Always , SO_Keep , SO_Keep , SO_Increment ,
true , CF_Always , SO_Keep , SO_Keep , SO_Decrement ,
0xff , 0xff
2014-03-14 14:13:41 -04:00
> : : GetRHI ( ) ) ;
}
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 . PrimitiveType = PT_TriangleList ;
DrawRenderState . ApplyToPSO ( GraphicsPSOInit ) ;
GraphicsPSOInit . RasterizerState = TStaticRasterizerState < FM_Solid , CM_None > : : GetRHI ( ) ;
2014-03-14 14:13:41 -04:00
// Find the projection shaders.
2014-08-28 06:22:54 -04:00
TShaderMapRef < FShadowProjectionVS > VertexShader ( View - > ShaderMap ) ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
GraphicsPSOInit . BoundShaderState . VertexDeclarationRHI = GetVertexDeclarationFVector4 ( ) ;
GraphicsPSOInit . BoundShaderState . VertexShaderRHI = GETSAFERHISHADER_VERTEX ( * VertexShader ) ;
GraphicsPSOInit . PrimitiveType = PT_TriangleList ;
SetGraphicsPipelineState ( RHICmdList , GraphicsPSOInit ) ;
2014-03-14 14:13:41 -04:00
// Set the projection vertex shader parameters
2014-06-05 16:38:54 -04:00
VertexShader - > SetParameters ( RHICmdList , * View , this ) ;
2014-03-14 14:13:41 -04:00
// Draw the frustum using the stencil buffer to mask just the pixels which are inside the shadow frustum.
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
DrawIndexedPrimitiveUP ( RHICmdList , PT_TriangleList , 0 , 8 , 12 , GCubeIndices , sizeof ( uint16 ) , FrustumVertices . GetData ( ) , sizeof ( FVector4 ) ) ;
2015-06-25 08:36:35 -04:00
// if rendering modulated shadows mask out subject mesh elements to prevent self shadowing.
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
if ( bMobileModulatedProjections & & ! CVarEnableModulatedSelfShadow . GetValueOnRenderThread ( ) )
2015-06-25 08:36:35 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
DrawRenderState . SetDepthStencilState (
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3186067 on 2016/11/03 by Daniel.Wright
Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved
Change 3186069 on 2016/11/03 by Daniel.Wright
Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high
Change 3186084 on 2016/11/03 by Mark.Satterthwaite
Duplicate 3172511:
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3186089 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3169764:
Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
#jira FORT-27627
Change 3186113 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183807:
Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
#jira FORT-31649
Change 3186116 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183823:
Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.
Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
#jira FORT-31649
Change 3186818 on 2016/11/04 by Chris.Bunner
PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii).
Change 3186979 on 2016/11/04 by Rolando.Caloca
DR - Misc minor cleanup
Change 3187169 on 2016/11/04 by Uriel.Doyon
Incremental insertion of level data between PostLoad and AddToWorld
Change 3187205 on 2016/11/04 by Mark.Satterthwaite
Compile fixes for iOS.
Change 3187389 on 2016/11/04 by Uriel.Doyon
Fix for possible stall when loading hidden level
Change 3187598 on 2016/11/04 by Michael.Trepka
MetalViewport compile fix
Change 3187678 on 2016/11/04 by Uriel.Doyon
Fix for landscape grass textures not being streamed in correctly.
Change 3187731 on 2016/11/04 by Rolando.Caloca
DR - Start making type safe some cross compiler enums
Change 3187824 on 2016/11/04 by Rolando.Caloca
DR - clang compile fix
Change 3187953 on 2016/11/04 by Rolando.Caloca
DR - vk - Mac compile fix
Change 3188696 on 2016/11/07 by Mark.Satterthwaite
Another iOS compile fix for new MetalViewport validation code.
Change 3188906 on 2016/11/07 by Rolando.Caloca
DR - Show permutation of LUTBlender
Change 3189094 on 2016/11/07 by Chris.Bunner
Fix RemoveAAJitter from projection matrix.
#jira UE-37701, UE-38003
Change 3189134 on 2016/11/07 by Daniel.Wright
Fix for CreateRenderTarget2D called in construction script during cooking
Change 3189145 on 2016/11/07 by Chris.Bunner
Follow-up to CL 3186818, export UMaterialExpressionVectorNoise.
Change 3189239 on 2016/11/07 by Daniel.Wright
Added show flag for Contact Shadows, disabled in planar reflections
Change 3189252 on 2016/11/07 by Daniel.Wright
Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading
Change 3189406 on 2016/11/07 by Mark.Satterthwaite
Really fix the last of the iOS compile errors from changes to the MetalViewport code.
Change 3190854 on 2016/11/08 by Ben.Woodhouse
XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash)
#jira UE-34264
#fyi james.golding
#fyi keith.judge
Change 3190962 on 2016/11/08 by Olaf.Piesche
Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues
Change 3191959 on 2016/11/09 by Uriel.Doyon
Removed some static primitives from the dynamic primitive handler for texture streaming.
Change 3193122 on 2016/11/10 by Chris.Bunner
Always update non-preview material resources for use in code preview.
#jira UE-38223
Change 3193190 on 2016/11/10 by Gil.Gribb
UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame.
#jira UE-36379
Change 3193523 on 2016/11/10 by Uriel.Doyon
Fixed incorrect section bounds used for texture streaming.
Change 3193962 on 2016/11/10 by Uriel.Doyon
Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time.
Change 3193974 on 2016/11/10 by Uriel.Doyon
New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU.
Change 3194109 on 2016/11/10 by Uriel.Doyon
Another patch on material bounds used for texture streaming.
Change 3194665 on 2016/11/11 by Chris.Bunner
Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles.
Change 3194734 on 2016/11/11 by Rolando.Caloca
DR - vk - Simplified some texture casting
Change 3194867 on 2016/11/11 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3195176 on 2016/11/11 by Chris.Bunner
Fixed incorrectly updated NVAPI error.
Change 3195425 on 2016/11/11 by Uriel.Doyon
Fixed possible invalid level reference in the texture streamer
Change 3196512 on 2016/11/14 by Gil.Gribb
Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3196750 on 2016/11/14 by Marcus.Wassmer
Fix ordering problem with GPU cache transitions
Change 3196815 on 2016/11/14 by Daniel.Wright
Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS
Change 3196818 on 2016/11/14 by Daniel.Wright
Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory
Change 3196819 on 2016/11/14 by Daniel.Wright
Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes.
Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers
Change 3197243 on 2016/11/14 by Uriel.Doyon
Async Task For Updating static component LastRender time
#jira UE-24268
Change 3197359 on 2016/11/14 by Daniel.Wright
Added Inscattering Texture controls to ExponentialHeightFog
* When InscatteringColorCubemap is specified, directional light inscattering is disabled
* Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance
* Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match)
* Fog shader permutations based on what feature is enabled
Change 3198419 on 2016/11/15 by Chris.Bunner
PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls.
HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions.
Exposed RHICreateTargetableShaderResource3D.
Moved some (translucent) volume rendering helpers to allow access in Slate.
Change 3198822 on 2016/11/15 by Daniel.Wright
Mac compile fix
Change 3199509 on 2016/11/15 by Uriel.Doyon
Added support for viewmode param asset name (and note just param value).
Used to investigate texture streamer behavior.
Change 3199578 on 2016/11/15 by Rolando.Caloca
DR - Add some shader resource tables to SCW when running with -directcompile
Change 3199698 on 2016/11/15 by Rolando.Caloca
DR - vk - Refactor shader & descriptor bindings
Change 3199712 on 2016/11/15 by Rolando.Caloca
DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader
Change 3199717 on 2016/11/15 by Rolando.Caloca
DR - vk - Show hitching PSO info again
Change 3199750 on 2016/11/15 by Rolando.Caloca
DR - SCW clang compile fixes
Change 3200353 on 2016/11/16 by Rolando.Caloca
DR - vk - Mac fix
Change 3200358 on 2016/11/16 by Chris.Bunner
Only allow UI composition on platforms we currently use it.
Change 3200823 on 2016/11/16 by Chris.Bunner
Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing.
#jira UE-38699
Change 3200947 on 2016/11/16 by Mark.Satterthwaite
Fix UE-38695 by not trying to resize the viewport on the wrong thread.
#jira UE-38695
Change 3201069 on 2016/11/16 by Daniel.Wright
Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors
Change 3201346 on 2016/11/16 by Brian.Karis
Temporal AA fix for correct edge gradients.
Filtering now combined with importance sampling.
Enabled Catmull-Rom resolve filter. Results are now slightly sharper.
Fixed antighosting. Will yet require a dilation to be perfect.
Optimized bicubic filtering to 5 taps instead of 9.
Cleaned out unused code.
Change 3201369 on 2016/11/16 by Brian.Karis
Bicubic texture sample
Change 3201522 on 2016/11/16 by Rolando.Caloca
DR - vk - Fix static analysis issues
Change 3201878 on 2016/11/17 by Chris.Bunner
Temporarily disable Nvapi HDR error logging.
#jira UE-38529
Change 3202108 on 2016/11/17 by Simon.Tovey
Assets with easy repro for flickering particles bug
Change 3202181 on 2016/11/17 by Rolando.Caloca
DR - vk - CIS android fix
Change 3202325 on 2016/11/17 by Ben.Woodhouse
Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850)
Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash)
#jira UE-34264
Change 3204394 on 2016/11/18 by Guillaume.Abadie
PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke)
#br Ben.Woodhouse
Change 3204428 on 2016/11/18 by Guillaume.Abadie
Fixes a couple of issues in decals:
* Crash in FDecalDrawingPolicyFactory::DrawMesh()
* ActorPostion material expression
* PixelNormalWS material expression
* Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE
#jira UE-38327, UE-38158, UE-37818, UE-37350
Change 3204429 on 2016/11/18 by Uriel.Doyon
Darker default undefined accuracy.
Reenabled the texture streaming build in the build all.
Change 3204458 on 2016/11/18 by Chris.Bunner
Shader truncation warnings fix.
Change 3204459 on 2016/11/18 by Chris.Bunner
Engine 'Passthrough' material fuction fix. V4 is now actually a V4.
Change 3204460 on 2016/11/18 by Chris.Bunner
Correctly handle some known Nvapi warnings.
#jira UE-38529
Change 3204653 on 2016/11/18 by Marc.Olano
Helper functions for tiled textures
Checking in for Ryan Brucks
Change 3204863 on 2016/11/18 by Arne.Schober
DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation
Change 3204939 on 2016/11/18 by Arne.Schober
DR - Make clang happy
Change 3204968 on 2016/11/18 by Arne.Schober
DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset.
Change 3206293 on 2016/11/21 by Uriel.Doyon
New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields.
Set to true when the streamer can possibly load a mip in the near future.
#jira UE-37787
Change 3206551 on 2016/11/21 by Chris.Bunner
Added material update context when forcing all shaders to recompile.
#jira UE-38481
Change 3206644 on 2016/11/21 by Benjamin.Hyder
Updating Planar Reflection example in TM-Shadermodels.
Change 3206899 on 2016/11/21 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3206900 on 2016/11/21 by Rolando.Caloca
DR - Added missing strings for shader formats
Change 3206983 on 2016/11/21 by Rolando.Caloca
DR - vk - Support for SV_Coverage
Change 3207237 on 2016/11/22 by Simon.Tovey
Exporting particle module base and a couple of child classes as it's commonly requested.
#test compiles
Change 3207241 on 2016/11/22 by Gil.Gribb
Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3207520 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //Fortnite/Main@3206301
Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
#jira FORT-31616
#code_review keith.judge
Change 3207541 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //fortnite/Main@3207422
* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
#jira UE-38609
Change 3207654 on 2016/11/22 by Chris.Bunner
Don't flag 16-bit PNG/JPG textures as sRGB on import.
#jira UE-30279
Change 3208434 on 2016/11/22 by Rolando.Caloca
DR - vk - UAV transitions
Change 3208490 on 2016/11/22 by Chris.Bunner
Break material code sharing when we detect an unresolvable loop.
By default change IsResultMA loop detection to stop on functions as we can determine type definitively.
Unified IsResultMA detection across switch nodes.
Change 3208860 on 2016/11/23 by Rolando.Caloca
DR - vk - Fix some format issues
Change 3209265 on 2016/11/23 by Arne.Schober
DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface,
We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object.
One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType.
And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState.
Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface.
Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now)
Change 3209305 on 2016/11/23 by Guillaume.Abadie
Fix contact shadow's assemption on objects thickness
Change 3209334 on 2016/11/23 by Brian.Karis
Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense.
Change 3209903 on 2016/11/24 by Guillaume.Abadie
Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL
Change 3209973 on 2016/11/24 by Ben.Woodhouse
Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/)
Change 3210023 on 2016/11/24 by Uriel.Doyon
Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate.
#jira UE-37210
Change 3210026 on 2016/11/24 by Ben.Woodhouse
Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing
Change 3210049 on 2016/11/24 by Ben.Woodhouse
Fix mac build
Change 3210071 on 2016/11/24 by Uriel.Doyon
Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled.
#jira UE-37542
Change 3210374 on 2016/11/25 by Ben.Woodhouse
* Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled)
* Move Decal rendertarget manager function implementations out of the header.
#jira UE-38879
Change 3210390 on 2016/11/25 by Uriel.Doyon
Fixed cubemap resourcesize not taking into account mipgen settings
#jira UE-37045
Change 3210407 on 2016/11/25 by Uriel.Doyon
"resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data.
That can be used in combination with -buildlighting.
Change 3210563 on 2016/11/27 by Rolando.Caloca
DR - vk - Integrate cached memory fixes and PF_D24 format fix
#jira UE-39025
PR #2974
Change 3210564 on 2016/11/27 by Rolando.Caloca
DR - Fix for GL linker
PR #2975
#jira UE-39029
Change 3210592 on 2016/11/27 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3210597 on 2016/11/27 by Rolando.Caloca
DR - vk - Prep for staging UB copies to GPU memory
Change 3210600 on 2016/11/27 by Rolando.Caloca
DR - vk - Extract generic range code
Change 3210613 on 2016/11/27 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitOnDispatch
Change 3211054 on 2016/11/28 by Rolando.Caloca
DR - vk - Missing reference
Change 3211330 on 2016/11/28 by Chris.Bunner
Shader compile error for max texture coordinate count on skinned meshes.
Change 3211384 on 2016/11/28 by Arne.Schober
DR - Enforce move on EnqueueRenderCommand Lambda
Change 3211431 on 2016/11/28 by Gil.Gribb
Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3211738 on 2016/11/28 by Gil.Gribb
IWYU fixes after merge
Change 3212231 on 2016/11/28 by Richard.Wallis
Fix build errors
Change 3212253 on 2016/11/28 by Richard.Wallis
Remove MacGraphicsSwitching plugin.
#jira UE-37640
Change 3212310 on 2016/11/28 by Rolando.Caloca
DR - vk - Update glslang to 1.0.33.0
Change 3212446 on 2016/11/28 by Guillaume.Abadie
Implements PreviousFrameSwitch material expression
Change 3212594 on 2016/11/28 by Arne.Schober
DR - Fix missing include
Change 3212681 on 2016/11/29 by Rolando.Caloca
DR - vk - Auto flush for compute shader
Change 3213000 on 2016/11/29 by Gil.Gribb
temp fix for PF_MAX
Change 3213161 on 2016/11/29 by Ben.Woodhouse
Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714
Using:
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/...
Changes from UE4-DX12:
*** CL 3183818 ***
Update D3D12 RHI to 4.14:
- Merged changes from Epic up until 10/20/16
- Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win.
I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time.
I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory.
-Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared.
-Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones.
-Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch.
-Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this.
-Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call.
I improved and cleaned up high freqency call stacks like:
- RHISetShaderTexture
- RHISetShaderResourceViewParameter
- RHISetShaderParameter
- RHISetUAVParameter
In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc.
-Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early.
This work involved a couple changes:
1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count
2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed).
-Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call.
-Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12.
-Delay load D3D12.dll and add root signature 1.1 support.
-Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members.
*** CL 3183824 ***
Fix the D3D12 RHI after integrating UE 4.14 updates:
- Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list.
- Fixed a spelling error
- Removed the need for bForceState, we use dirty bits now
*** CL 3183830 ***
- GetDebugFlags RHI extension, needed by XB1 movie player.
- Only query memory info if stats are enabled
- Add support for the engine's new RHISubmitCommandsAndFlushGPU function
- Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter.
*** CL 3183837 ***
Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects.
*** CL 3183931 ***
Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0)
*** CL 3183978 ***
Update UBT Windows build settings:
- Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Delay load D3D12.dll and add root signature 1.1 support.
*** CL 3184132 ***
Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837.
*** Changelist 3211714 ***
Update D3D12 RHI with fixes:
- Check if we can reserve slots in GatherUniqueSamplerTables
- DirtyState more often in StateCache
- Remove InternalSetSamplerState. The alternate function isn't used.
- Allow MRTClear for arrays with holes in them
- Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range
- Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily.
- Resource transitions: go through Common between queues (3D <--> Compute)
- Fix initial state for placed resources.
- Merging epic
Change 3213250 on 2016/11/29 by Chris.Bunner
GBufferHints tooltip fix.
#jira UE-39103
Change 3213345 on 2016/11/29 by Gil.Gribb
more IWYU fallout
Change 3213676 on 2016/11/29 by Rolando.Caloca
DR - Fix incorrect texture getting cleared
Change 3213728 on 2016/11/29 by Rolando.Caloca
DR - Lambda-ize
Change 3214461 on 2016/11/29 by Ben.Woodhouse
Rollout August QFE4 XDK (required for latest DX12 changes on XB1)
Change 3215317 on 2016/11/30 by Daniel.Wright
PS4 compile fix
Change 3216343 on 2016/11/30 by Arne.Schober
DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals.
Change 3216844 on 2016/12/01 by Ben.Woodhouse
Fix for static analysis warnings after discussion with Microsoft
Change 3216916 on 2016/12/01 by Gil.Gribb
Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3217385 on 2016/12/01 by Arne.Schober
DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass
Change 3217464 on 2016/12/01 by Ben.Woodhouse
Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor
#jira UE-39225
Change 3217534 on 2016/12/01 by Arne.Schober
DR - Fix Merge conflict
Change 3217581 on 2016/12/01 by Rolando.Caloca
DR - Fix assert on debug
Change 3217741 on 2016/12/01 by Benjamin.Hyder
Duplicate audio fix.
Change 3217890 on 2016/12/01 by Rolando.Caloca
DR - Fix widget not rendering properly when hidden
#jira UE-39221
Change 3218129 on 2016/12/01 by Arne.Schober
DR - UE-39214 - Lod dither value as accidently cached accross the static draw list.
Change 3218759 on 2016/12/02 by Guillaume.Abadie
Fixes editor compositing bug caused by alpha through post processing change 3209903
#jira UE-39221
[CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
TStaticDepthStencilState <
2015-06-25 08:36:35 -04:00
false , CF_DepthNearOrEqual ,
true , CF_Always , SO_Keep , SO_Keep , SO_Replace ,
true , CF_Always , SO_Keep , SO_Keep , SO_Replace ,
0xff , 0xff
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
> : : GetRHI ( ) ) ;
DrawRenderState . SetStencilRef ( 0 ) ;
2015-06-25 08:36:35 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3186067 on 2016/11/03 by Daniel.Wright
Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved
Change 3186069 on 2016/11/03 by Daniel.Wright
Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high
Change 3186084 on 2016/11/03 by Mark.Satterthwaite
Duplicate 3172511:
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3186089 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3169764:
Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
#jira FORT-27627
Change 3186113 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183807:
Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
#jira FORT-31649
Change 3186116 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183823:
Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.
Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
#jira FORT-31649
Change 3186818 on 2016/11/04 by Chris.Bunner
PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii).
Change 3186979 on 2016/11/04 by Rolando.Caloca
DR - Misc minor cleanup
Change 3187169 on 2016/11/04 by Uriel.Doyon
Incremental insertion of level data between PostLoad and AddToWorld
Change 3187205 on 2016/11/04 by Mark.Satterthwaite
Compile fixes for iOS.
Change 3187389 on 2016/11/04 by Uriel.Doyon
Fix for possible stall when loading hidden level
Change 3187598 on 2016/11/04 by Michael.Trepka
MetalViewport compile fix
Change 3187678 on 2016/11/04 by Uriel.Doyon
Fix for landscape grass textures not being streamed in correctly.
Change 3187731 on 2016/11/04 by Rolando.Caloca
DR - Start making type safe some cross compiler enums
Change 3187824 on 2016/11/04 by Rolando.Caloca
DR - clang compile fix
Change 3187953 on 2016/11/04 by Rolando.Caloca
DR - vk - Mac compile fix
Change 3188696 on 2016/11/07 by Mark.Satterthwaite
Another iOS compile fix for new MetalViewport validation code.
Change 3188906 on 2016/11/07 by Rolando.Caloca
DR - Show permutation of LUTBlender
Change 3189094 on 2016/11/07 by Chris.Bunner
Fix RemoveAAJitter from projection matrix.
#jira UE-37701, UE-38003
Change 3189134 on 2016/11/07 by Daniel.Wright
Fix for CreateRenderTarget2D called in construction script during cooking
Change 3189145 on 2016/11/07 by Chris.Bunner
Follow-up to CL 3186818, export UMaterialExpressionVectorNoise.
Change 3189239 on 2016/11/07 by Daniel.Wright
Added show flag for Contact Shadows, disabled in planar reflections
Change 3189252 on 2016/11/07 by Daniel.Wright
Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading
Change 3189406 on 2016/11/07 by Mark.Satterthwaite
Really fix the last of the iOS compile errors from changes to the MetalViewport code.
Change 3190854 on 2016/11/08 by Ben.Woodhouse
XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash)
#jira UE-34264
#fyi james.golding
#fyi keith.judge
Change 3190962 on 2016/11/08 by Olaf.Piesche
Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues
Change 3191959 on 2016/11/09 by Uriel.Doyon
Removed some static primitives from the dynamic primitive handler for texture streaming.
Change 3193122 on 2016/11/10 by Chris.Bunner
Always update non-preview material resources for use in code preview.
#jira UE-38223
Change 3193190 on 2016/11/10 by Gil.Gribb
UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame.
#jira UE-36379
Change 3193523 on 2016/11/10 by Uriel.Doyon
Fixed incorrect section bounds used for texture streaming.
Change 3193962 on 2016/11/10 by Uriel.Doyon
Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time.
Change 3193974 on 2016/11/10 by Uriel.Doyon
New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU.
Change 3194109 on 2016/11/10 by Uriel.Doyon
Another patch on material bounds used for texture streaming.
Change 3194665 on 2016/11/11 by Chris.Bunner
Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles.
Change 3194734 on 2016/11/11 by Rolando.Caloca
DR - vk - Simplified some texture casting
Change 3194867 on 2016/11/11 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3195176 on 2016/11/11 by Chris.Bunner
Fixed incorrectly updated NVAPI error.
Change 3195425 on 2016/11/11 by Uriel.Doyon
Fixed possible invalid level reference in the texture streamer
Change 3196512 on 2016/11/14 by Gil.Gribb
Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3196750 on 2016/11/14 by Marcus.Wassmer
Fix ordering problem with GPU cache transitions
Change 3196815 on 2016/11/14 by Daniel.Wright
Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS
Change 3196818 on 2016/11/14 by Daniel.Wright
Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory
Change 3196819 on 2016/11/14 by Daniel.Wright
Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes.
Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers
Change 3197243 on 2016/11/14 by Uriel.Doyon
Async Task For Updating static component LastRender time
#jira UE-24268
Change 3197359 on 2016/11/14 by Daniel.Wright
Added Inscattering Texture controls to ExponentialHeightFog
* When InscatteringColorCubemap is specified, directional light inscattering is disabled
* Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance
* Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match)
* Fog shader permutations based on what feature is enabled
Change 3198419 on 2016/11/15 by Chris.Bunner
PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls.
HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions.
Exposed RHICreateTargetableShaderResource3D.
Moved some (translucent) volume rendering helpers to allow access in Slate.
Change 3198822 on 2016/11/15 by Daniel.Wright
Mac compile fix
Change 3199509 on 2016/11/15 by Uriel.Doyon
Added support for viewmode param asset name (and note just param value).
Used to investigate texture streamer behavior.
Change 3199578 on 2016/11/15 by Rolando.Caloca
DR - Add some shader resource tables to SCW when running with -directcompile
Change 3199698 on 2016/11/15 by Rolando.Caloca
DR - vk - Refactor shader & descriptor bindings
Change 3199712 on 2016/11/15 by Rolando.Caloca
DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader
Change 3199717 on 2016/11/15 by Rolando.Caloca
DR - vk - Show hitching PSO info again
Change 3199750 on 2016/11/15 by Rolando.Caloca
DR - SCW clang compile fixes
Change 3200353 on 2016/11/16 by Rolando.Caloca
DR - vk - Mac fix
Change 3200358 on 2016/11/16 by Chris.Bunner
Only allow UI composition on platforms we currently use it.
Change 3200823 on 2016/11/16 by Chris.Bunner
Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing.
#jira UE-38699
Change 3200947 on 2016/11/16 by Mark.Satterthwaite
Fix UE-38695 by not trying to resize the viewport on the wrong thread.
#jira UE-38695
Change 3201069 on 2016/11/16 by Daniel.Wright
Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors
Change 3201346 on 2016/11/16 by Brian.Karis
Temporal AA fix for correct edge gradients.
Filtering now combined with importance sampling.
Enabled Catmull-Rom resolve filter. Results are now slightly sharper.
Fixed antighosting. Will yet require a dilation to be perfect.
Optimized bicubic filtering to 5 taps instead of 9.
Cleaned out unused code.
Change 3201369 on 2016/11/16 by Brian.Karis
Bicubic texture sample
Change 3201522 on 2016/11/16 by Rolando.Caloca
DR - vk - Fix static analysis issues
Change 3201878 on 2016/11/17 by Chris.Bunner
Temporarily disable Nvapi HDR error logging.
#jira UE-38529
Change 3202108 on 2016/11/17 by Simon.Tovey
Assets with easy repro for flickering particles bug
Change 3202181 on 2016/11/17 by Rolando.Caloca
DR - vk - CIS android fix
Change 3202325 on 2016/11/17 by Ben.Woodhouse
Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850)
Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash)
#jira UE-34264
Change 3204394 on 2016/11/18 by Guillaume.Abadie
PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke)
#br Ben.Woodhouse
Change 3204428 on 2016/11/18 by Guillaume.Abadie
Fixes a couple of issues in decals:
* Crash in FDecalDrawingPolicyFactory::DrawMesh()
* ActorPostion material expression
* PixelNormalWS material expression
* Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE
#jira UE-38327, UE-38158, UE-37818, UE-37350
Change 3204429 on 2016/11/18 by Uriel.Doyon
Darker default undefined accuracy.
Reenabled the texture streaming build in the build all.
Change 3204458 on 2016/11/18 by Chris.Bunner
Shader truncation warnings fix.
Change 3204459 on 2016/11/18 by Chris.Bunner
Engine 'Passthrough' material fuction fix. V4 is now actually a V4.
Change 3204460 on 2016/11/18 by Chris.Bunner
Correctly handle some known Nvapi warnings.
#jira UE-38529
Change 3204653 on 2016/11/18 by Marc.Olano
Helper functions for tiled textures
Checking in for Ryan Brucks
Change 3204863 on 2016/11/18 by Arne.Schober
DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation
Change 3204939 on 2016/11/18 by Arne.Schober
DR - Make clang happy
Change 3204968 on 2016/11/18 by Arne.Schober
DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset.
Change 3206293 on 2016/11/21 by Uriel.Doyon
New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields.
Set to true when the streamer can possibly load a mip in the near future.
#jira UE-37787
Change 3206551 on 2016/11/21 by Chris.Bunner
Added material update context when forcing all shaders to recompile.
#jira UE-38481
Change 3206644 on 2016/11/21 by Benjamin.Hyder
Updating Planar Reflection example in TM-Shadermodels.
Change 3206899 on 2016/11/21 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3206900 on 2016/11/21 by Rolando.Caloca
DR - Added missing strings for shader formats
Change 3206983 on 2016/11/21 by Rolando.Caloca
DR - vk - Support for SV_Coverage
Change 3207237 on 2016/11/22 by Simon.Tovey
Exporting particle module base and a couple of child classes as it's commonly requested.
#test compiles
Change 3207241 on 2016/11/22 by Gil.Gribb
Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3207520 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //Fortnite/Main@3206301
Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
#jira FORT-31616
#code_review keith.judge
Change 3207541 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //fortnite/Main@3207422
* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
#jira UE-38609
Change 3207654 on 2016/11/22 by Chris.Bunner
Don't flag 16-bit PNG/JPG textures as sRGB on import.
#jira UE-30279
Change 3208434 on 2016/11/22 by Rolando.Caloca
DR - vk - UAV transitions
Change 3208490 on 2016/11/22 by Chris.Bunner
Break material code sharing when we detect an unresolvable loop.
By default change IsResultMA loop detection to stop on functions as we can determine type definitively.
Unified IsResultMA detection across switch nodes.
Change 3208860 on 2016/11/23 by Rolando.Caloca
DR - vk - Fix some format issues
Change 3209265 on 2016/11/23 by Arne.Schober
DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface,
We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object.
One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType.
And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState.
Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface.
Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now)
Change 3209305 on 2016/11/23 by Guillaume.Abadie
Fix contact shadow's assemption on objects thickness
Change 3209334 on 2016/11/23 by Brian.Karis
Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense.
Change 3209903 on 2016/11/24 by Guillaume.Abadie
Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL
Change 3209973 on 2016/11/24 by Ben.Woodhouse
Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/)
Change 3210023 on 2016/11/24 by Uriel.Doyon
Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate.
#jira UE-37210
Change 3210026 on 2016/11/24 by Ben.Woodhouse
Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing
Change 3210049 on 2016/11/24 by Ben.Woodhouse
Fix mac build
Change 3210071 on 2016/11/24 by Uriel.Doyon
Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled.
#jira UE-37542
Change 3210374 on 2016/11/25 by Ben.Woodhouse
* Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled)
* Move Decal rendertarget manager function implementations out of the header.
#jira UE-38879
Change 3210390 on 2016/11/25 by Uriel.Doyon
Fixed cubemap resourcesize not taking into account mipgen settings
#jira UE-37045
Change 3210407 on 2016/11/25 by Uriel.Doyon
"resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data.
That can be used in combination with -buildlighting.
Change 3210563 on 2016/11/27 by Rolando.Caloca
DR - vk - Integrate cached memory fixes and PF_D24 format fix
#jira UE-39025
PR #2974
Change 3210564 on 2016/11/27 by Rolando.Caloca
DR - Fix for GL linker
PR #2975
#jira UE-39029
Change 3210592 on 2016/11/27 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3210597 on 2016/11/27 by Rolando.Caloca
DR - vk - Prep for staging UB copies to GPU memory
Change 3210600 on 2016/11/27 by Rolando.Caloca
DR - vk - Extract generic range code
Change 3210613 on 2016/11/27 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitOnDispatch
Change 3211054 on 2016/11/28 by Rolando.Caloca
DR - vk - Missing reference
Change 3211330 on 2016/11/28 by Chris.Bunner
Shader compile error for max texture coordinate count on skinned meshes.
Change 3211384 on 2016/11/28 by Arne.Schober
DR - Enforce move on EnqueueRenderCommand Lambda
Change 3211431 on 2016/11/28 by Gil.Gribb
Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3211738 on 2016/11/28 by Gil.Gribb
IWYU fixes after merge
Change 3212231 on 2016/11/28 by Richard.Wallis
Fix build errors
Change 3212253 on 2016/11/28 by Richard.Wallis
Remove MacGraphicsSwitching plugin.
#jira UE-37640
Change 3212310 on 2016/11/28 by Rolando.Caloca
DR - vk - Update glslang to 1.0.33.0
Change 3212446 on 2016/11/28 by Guillaume.Abadie
Implements PreviousFrameSwitch material expression
Change 3212594 on 2016/11/28 by Arne.Schober
DR - Fix missing include
Change 3212681 on 2016/11/29 by Rolando.Caloca
DR - vk - Auto flush for compute shader
Change 3213000 on 2016/11/29 by Gil.Gribb
temp fix for PF_MAX
Change 3213161 on 2016/11/29 by Ben.Woodhouse
Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714
Using:
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/...
Changes from UE4-DX12:
*** CL 3183818 ***
Update D3D12 RHI to 4.14:
- Merged changes from Epic up until 10/20/16
- Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win.
I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time.
I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory.
-Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared.
-Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones.
-Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch.
-Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this.
-Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call.
I improved and cleaned up high freqency call stacks like:
- RHISetShaderTexture
- RHISetShaderResourceViewParameter
- RHISetShaderParameter
- RHISetUAVParameter
In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc.
-Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early.
This work involved a couple changes:
1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count
2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed).
-Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call.
-Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12.
-Delay load D3D12.dll and add root signature 1.1 support.
-Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members.
*** CL 3183824 ***
Fix the D3D12 RHI after integrating UE 4.14 updates:
- Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list.
- Fixed a spelling error
- Removed the need for bForceState, we use dirty bits now
*** CL 3183830 ***
- GetDebugFlags RHI extension, needed by XB1 movie player.
- Only query memory info if stats are enabled
- Add support for the engine's new RHISubmitCommandsAndFlushGPU function
- Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter.
*** CL 3183837 ***
Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects.
*** CL 3183931 ***
Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0)
*** CL 3183978 ***
Update UBT Windows build settings:
- Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Delay load D3D12.dll and add root signature 1.1 support.
*** CL 3184132 ***
Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837.
*** Changelist 3211714 ***
Update D3D12 RHI with fixes:
- Check if we can reserve slots in GatherUniqueSamplerTables
- DirtyState more often in StateCache
- Remove InternalSetSamplerState. The alternate function isn't used.
- Allow MRTClear for arrays with holes in them
- Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range
- Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily.
- Resource transitions: go through Common between queues (3D <--> Compute)
- Fix initial state for placed resources.
- Merging epic
Change 3213250 on 2016/11/29 by Chris.Bunner
GBufferHints tooltip fix.
#jira UE-39103
Change 3213345 on 2016/11/29 by Gil.Gribb
more IWYU fallout
Change 3213676 on 2016/11/29 by Rolando.Caloca
DR - Fix incorrect texture getting cleared
Change 3213728 on 2016/11/29 by Rolando.Caloca
DR - Lambda-ize
Change 3214461 on 2016/11/29 by Ben.Woodhouse
Rollout August QFE4 XDK (required for latest DX12 changes on XB1)
Change 3215317 on 2016/11/30 by Daniel.Wright
PS4 compile fix
Change 3216343 on 2016/11/30 by Arne.Schober
DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals.
Change 3216844 on 2016/12/01 by Ben.Woodhouse
Fix for static analysis warnings after discussion with Microsoft
Change 3216916 on 2016/12/01 by Gil.Gribb
Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3217385 on 2016/12/01 by Arne.Schober
DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass
Change 3217464 on 2016/12/01 by Ben.Woodhouse
Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor
#jira UE-39225
Change 3217534 on 2016/12/01 by Arne.Schober
DR - Fix Merge conflict
Change 3217581 on 2016/12/01 by Rolando.Caloca
DR - Fix assert on debug
Change 3217741 on 2016/12/01 by Benjamin.Hyder
Duplicate audio fix.
Change 3217890 on 2016/12/01 by Rolando.Caloca
DR - Fix widget not rendering properly when hidden
#jira UE-39221
Change 3218129 on 2016/12/01 by Arne.Schober
DR - UE-39214 - Lod dither value as accidently cached accross the static draw list.
Change 3218759 on 2016/12/02 by Guillaume.Abadie
Fixes editor compositing bug caused by alpha through post processing change 3209903
#jira UE-39221
[CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
FDepthDrawingPolicyFactory : : ContextType Context ( DDM_AllOccluders , false ) ;
2015-06-25 08:36:35 -04:00
for ( int32 MeshBatchIndex = 0 ; MeshBatchIndex < DynamicSubjectMeshElements . Num ( ) ; MeshBatchIndex + + )
{
const FMeshBatchAndRelevance & MeshBatchAndRelevance = DynamicSubjectMeshElements [ MeshBatchIndex ] ;
const FMeshBatch & MeshBatch = * MeshBatchAndRelevance . Mesh ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3186067 on 2016/11/03 by Daniel.Wright
Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved
Change 3186069 on 2016/11/03 by Daniel.Wright
Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high
Change 3186084 on 2016/11/03 by Mark.Satterthwaite
Duplicate 3172511:
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3186089 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3169764:
Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
#jira FORT-27627
Change 3186113 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183807:
Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
#jira FORT-31649
Change 3186116 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183823:
Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.
Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
#jira FORT-31649
Change 3186818 on 2016/11/04 by Chris.Bunner
PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii).
Change 3186979 on 2016/11/04 by Rolando.Caloca
DR - Misc minor cleanup
Change 3187169 on 2016/11/04 by Uriel.Doyon
Incremental insertion of level data between PostLoad and AddToWorld
Change 3187205 on 2016/11/04 by Mark.Satterthwaite
Compile fixes for iOS.
Change 3187389 on 2016/11/04 by Uriel.Doyon
Fix for possible stall when loading hidden level
Change 3187598 on 2016/11/04 by Michael.Trepka
MetalViewport compile fix
Change 3187678 on 2016/11/04 by Uriel.Doyon
Fix for landscape grass textures not being streamed in correctly.
Change 3187731 on 2016/11/04 by Rolando.Caloca
DR - Start making type safe some cross compiler enums
Change 3187824 on 2016/11/04 by Rolando.Caloca
DR - clang compile fix
Change 3187953 on 2016/11/04 by Rolando.Caloca
DR - vk - Mac compile fix
Change 3188696 on 2016/11/07 by Mark.Satterthwaite
Another iOS compile fix for new MetalViewport validation code.
Change 3188906 on 2016/11/07 by Rolando.Caloca
DR - Show permutation of LUTBlender
Change 3189094 on 2016/11/07 by Chris.Bunner
Fix RemoveAAJitter from projection matrix.
#jira UE-37701, UE-38003
Change 3189134 on 2016/11/07 by Daniel.Wright
Fix for CreateRenderTarget2D called in construction script during cooking
Change 3189145 on 2016/11/07 by Chris.Bunner
Follow-up to CL 3186818, export UMaterialExpressionVectorNoise.
Change 3189239 on 2016/11/07 by Daniel.Wright
Added show flag for Contact Shadows, disabled in planar reflections
Change 3189252 on 2016/11/07 by Daniel.Wright
Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading
Change 3189406 on 2016/11/07 by Mark.Satterthwaite
Really fix the last of the iOS compile errors from changes to the MetalViewport code.
Change 3190854 on 2016/11/08 by Ben.Woodhouse
XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash)
#jira UE-34264
#fyi james.golding
#fyi keith.judge
Change 3190962 on 2016/11/08 by Olaf.Piesche
Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues
Change 3191959 on 2016/11/09 by Uriel.Doyon
Removed some static primitives from the dynamic primitive handler for texture streaming.
Change 3193122 on 2016/11/10 by Chris.Bunner
Always update non-preview material resources for use in code preview.
#jira UE-38223
Change 3193190 on 2016/11/10 by Gil.Gribb
UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame.
#jira UE-36379
Change 3193523 on 2016/11/10 by Uriel.Doyon
Fixed incorrect section bounds used for texture streaming.
Change 3193962 on 2016/11/10 by Uriel.Doyon
Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time.
Change 3193974 on 2016/11/10 by Uriel.Doyon
New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU.
Change 3194109 on 2016/11/10 by Uriel.Doyon
Another patch on material bounds used for texture streaming.
Change 3194665 on 2016/11/11 by Chris.Bunner
Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles.
Change 3194734 on 2016/11/11 by Rolando.Caloca
DR - vk - Simplified some texture casting
Change 3194867 on 2016/11/11 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3195176 on 2016/11/11 by Chris.Bunner
Fixed incorrectly updated NVAPI error.
Change 3195425 on 2016/11/11 by Uriel.Doyon
Fixed possible invalid level reference in the texture streamer
Change 3196512 on 2016/11/14 by Gil.Gribb
Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3196750 on 2016/11/14 by Marcus.Wassmer
Fix ordering problem with GPU cache transitions
Change 3196815 on 2016/11/14 by Daniel.Wright
Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS
Change 3196818 on 2016/11/14 by Daniel.Wright
Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory
Change 3196819 on 2016/11/14 by Daniel.Wright
Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes.
Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers
Change 3197243 on 2016/11/14 by Uriel.Doyon
Async Task For Updating static component LastRender time
#jira UE-24268
Change 3197359 on 2016/11/14 by Daniel.Wright
Added Inscattering Texture controls to ExponentialHeightFog
* When InscatteringColorCubemap is specified, directional light inscattering is disabled
* Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance
* Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match)
* Fog shader permutations based on what feature is enabled
Change 3198419 on 2016/11/15 by Chris.Bunner
PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls.
HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions.
Exposed RHICreateTargetableShaderResource3D.
Moved some (translucent) volume rendering helpers to allow access in Slate.
Change 3198822 on 2016/11/15 by Daniel.Wright
Mac compile fix
Change 3199509 on 2016/11/15 by Uriel.Doyon
Added support for viewmode param asset name (and note just param value).
Used to investigate texture streamer behavior.
Change 3199578 on 2016/11/15 by Rolando.Caloca
DR - Add some shader resource tables to SCW when running with -directcompile
Change 3199698 on 2016/11/15 by Rolando.Caloca
DR - vk - Refactor shader & descriptor bindings
Change 3199712 on 2016/11/15 by Rolando.Caloca
DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader
Change 3199717 on 2016/11/15 by Rolando.Caloca
DR - vk - Show hitching PSO info again
Change 3199750 on 2016/11/15 by Rolando.Caloca
DR - SCW clang compile fixes
Change 3200353 on 2016/11/16 by Rolando.Caloca
DR - vk - Mac fix
Change 3200358 on 2016/11/16 by Chris.Bunner
Only allow UI composition on platforms we currently use it.
Change 3200823 on 2016/11/16 by Chris.Bunner
Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing.
#jira UE-38699
Change 3200947 on 2016/11/16 by Mark.Satterthwaite
Fix UE-38695 by not trying to resize the viewport on the wrong thread.
#jira UE-38695
Change 3201069 on 2016/11/16 by Daniel.Wright
Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors
Change 3201346 on 2016/11/16 by Brian.Karis
Temporal AA fix for correct edge gradients.
Filtering now combined with importance sampling.
Enabled Catmull-Rom resolve filter. Results are now slightly sharper.
Fixed antighosting. Will yet require a dilation to be perfect.
Optimized bicubic filtering to 5 taps instead of 9.
Cleaned out unused code.
Change 3201369 on 2016/11/16 by Brian.Karis
Bicubic texture sample
Change 3201522 on 2016/11/16 by Rolando.Caloca
DR - vk - Fix static analysis issues
Change 3201878 on 2016/11/17 by Chris.Bunner
Temporarily disable Nvapi HDR error logging.
#jira UE-38529
Change 3202108 on 2016/11/17 by Simon.Tovey
Assets with easy repro for flickering particles bug
Change 3202181 on 2016/11/17 by Rolando.Caloca
DR - vk - CIS android fix
Change 3202325 on 2016/11/17 by Ben.Woodhouse
Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850)
Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash)
#jira UE-34264
Change 3204394 on 2016/11/18 by Guillaume.Abadie
PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke)
#br Ben.Woodhouse
Change 3204428 on 2016/11/18 by Guillaume.Abadie
Fixes a couple of issues in decals:
* Crash in FDecalDrawingPolicyFactory::DrawMesh()
* ActorPostion material expression
* PixelNormalWS material expression
* Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE
#jira UE-38327, UE-38158, UE-37818, UE-37350
Change 3204429 on 2016/11/18 by Uriel.Doyon
Darker default undefined accuracy.
Reenabled the texture streaming build in the build all.
Change 3204458 on 2016/11/18 by Chris.Bunner
Shader truncation warnings fix.
Change 3204459 on 2016/11/18 by Chris.Bunner
Engine 'Passthrough' material fuction fix. V4 is now actually a V4.
Change 3204460 on 2016/11/18 by Chris.Bunner
Correctly handle some known Nvapi warnings.
#jira UE-38529
Change 3204653 on 2016/11/18 by Marc.Olano
Helper functions for tiled textures
Checking in for Ryan Brucks
Change 3204863 on 2016/11/18 by Arne.Schober
DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation
Change 3204939 on 2016/11/18 by Arne.Schober
DR - Make clang happy
Change 3204968 on 2016/11/18 by Arne.Schober
DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset.
Change 3206293 on 2016/11/21 by Uriel.Doyon
New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields.
Set to true when the streamer can possibly load a mip in the near future.
#jira UE-37787
Change 3206551 on 2016/11/21 by Chris.Bunner
Added material update context when forcing all shaders to recompile.
#jira UE-38481
Change 3206644 on 2016/11/21 by Benjamin.Hyder
Updating Planar Reflection example in TM-Shadermodels.
Change 3206899 on 2016/11/21 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3206900 on 2016/11/21 by Rolando.Caloca
DR - Added missing strings for shader formats
Change 3206983 on 2016/11/21 by Rolando.Caloca
DR - vk - Support for SV_Coverage
Change 3207237 on 2016/11/22 by Simon.Tovey
Exporting particle module base and a couple of child classes as it's commonly requested.
#test compiles
Change 3207241 on 2016/11/22 by Gil.Gribb
Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3207520 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //Fortnite/Main@3206301
Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
#jira FORT-31616
#code_review keith.judge
Change 3207541 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //fortnite/Main@3207422
* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
#jira UE-38609
Change 3207654 on 2016/11/22 by Chris.Bunner
Don't flag 16-bit PNG/JPG textures as sRGB on import.
#jira UE-30279
Change 3208434 on 2016/11/22 by Rolando.Caloca
DR - vk - UAV transitions
Change 3208490 on 2016/11/22 by Chris.Bunner
Break material code sharing when we detect an unresolvable loop.
By default change IsResultMA loop detection to stop on functions as we can determine type definitively.
Unified IsResultMA detection across switch nodes.
Change 3208860 on 2016/11/23 by Rolando.Caloca
DR - vk - Fix some format issues
Change 3209265 on 2016/11/23 by Arne.Schober
DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface,
We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object.
One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType.
And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState.
Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface.
Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now)
Change 3209305 on 2016/11/23 by Guillaume.Abadie
Fix contact shadow's assemption on objects thickness
Change 3209334 on 2016/11/23 by Brian.Karis
Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense.
Change 3209903 on 2016/11/24 by Guillaume.Abadie
Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL
Change 3209973 on 2016/11/24 by Ben.Woodhouse
Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/)
Change 3210023 on 2016/11/24 by Uriel.Doyon
Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate.
#jira UE-37210
Change 3210026 on 2016/11/24 by Ben.Woodhouse
Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing
Change 3210049 on 2016/11/24 by Ben.Woodhouse
Fix mac build
Change 3210071 on 2016/11/24 by Uriel.Doyon
Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled.
#jira UE-37542
Change 3210374 on 2016/11/25 by Ben.Woodhouse
* Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled)
* Move Decal rendertarget manager function implementations out of the header.
#jira UE-38879
Change 3210390 on 2016/11/25 by Uriel.Doyon
Fixed cubemap resourcesize not taking into account mipgen settings
#jira UE-37045
Change 3210407 on 2016/11/25 by Uriel.Doyon
"resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data.
That can be used in combination with -buildlighting.
Change 3210563 on 2016/11/27 by Rolando.Caloca
DR - vk - Integrate cached memory fixes and PF_D24 format fix
#jira UE-39025
PR #2974
Change 3210564 on 2016/11/27 by Rolando.Caloca
DR - Fix for GL linker
PR #2975
#jira UE-39029
Change 3210592 on 2016/11/27 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3210597 on 2016/11/27 by Rolando.Caloca
DR - vk - Prep for staging UB copies to GPU memory
Change 3210600 on 2016/11/27 by Rolando.Caloca
DR - vk - Extract generic range code
Change 3210613 on 2016/11/27 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitOnDispatch
Change 3211054 on 2016/11/28 by Rolando.Caloca
DR - vk - Missing reference
Change 3211330 on 2016/11/28 by Chris.Bunner
Shader compile error for max texture coordinate count on skinned meshes.
Change 3211384 on 2016/11/28 by Arne.Schober
DR - Enforce move on EnqueueRenderCommand Lambda
Change 3211431 on 2016/11/28 by Gil.Gribb
Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3211738 on 2016/11/28 by Gil.Gribb
IWYU fixes after merge
Change 3212231 on 2016/11/28 by Richard.Wallis
Fix build errors
Change 3212253 on 2016/11/28 by Richard.Wallis
Remove MacGraphicsSwitching plugin.
#jira UE-37640
Change 3212310 on 2016/11/28 by Rolando.Caloca
DR - vk - Update glslang to 1.0.33.0
Change 3212446 on 2016/11/28 by Guillaume.Abadie
Implements PreviousFrameSwitch material expression
Change 3212594 on 2016/11/28 by Arne.Schober
DR - Fix missing include
Change 3212681 on 2016/11/29 by Rolando.Caloca
DR - vk - Auto flush for compute shader
Change 3213000 on 2016/11/29 by Gil.Gribb
temp fix for PF_MAX
Change 3213161 on 2016/11/29 by Ben.Woodhouse
Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714
Using:
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/...
Changes from UE4-DX12:
*** CL 3183818 ***
Update D3D12 RHI to 4.14:
- Merged changes from Epic up until 10/20/16
- Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win.
I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time.
I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory.
-Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared.
-Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones.
-Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch.
-Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this.
-Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call.
I improved and cleaned up high freqency call stacks like:
- RHISetShaderTexture
- RHISetShaderResourceViewParameter
- RHISetShaderParameter
- RHISetUAVParameter
In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc.
-Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early.
This work involved a couple changes:
1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count
2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed).
-Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call.
-Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12.
-Delay load D3D12.dll and add root signature 1.1 support.
-Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members.
*** CL 3183824 ***
Fix the D3D12 RHI after integrating UE 4.14 updates:
- Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list.
- Fixed a spelling error
- Removed the need for bForceState, we use dirty bits now
*** CL 3183830 ***
- GetDebugFlags RHI extension, needed by XB1 movie player.
- Only query memory info if stats are enabled
- Add support for the engine's new RHISubmitCommandsAndFlushGPU function
- Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter.
*** CL 3183837 ***
Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects.
*** CL 3183931 ***
Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0)
*** CL 3183978 ***
Update UBT Windows build settings:
- Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Delay load D3D12.dll and add root signature 1.1 support.
*** CL 3184132 ***
Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837.
*** Changelist 3211714 ***
Update D3D12 RHI with fixes:
- Check if we can reserve slots in GatherUniqueSamplerTables
- DirtyState more often in StateCache
- Remove InternalSetSamplerState. The alternate function isn't used.
- Allow MRTClear for arrays with holes in them
- Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range
- Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily.
- Resource transitions: go through Common between queues (3D <--> Compute)
- Fix initial state for placed resources.
- Merging epic
Change 3213250 on 2016/11/29 by Chris.Bunner
GBufferHints tooltip fix.
#jira UE-39103
Change 3213345 on 2016/11/29 by Gil.Gribb
more IWYU fallout
Change 3213676 on 2016/11/29 by Rolando.Caloca
DR - Fix incorrect texture getting cleared
Change 3213728 on 2016/11/29 by Rolando.Caloca
DR - Lambda-ize
Change 3214461 on 2016/11/29 by Ben.Woodhouse
Rollout August QFE4 XDK (required for latest DX12 changes on XB1)
Change 3215317 on 2016/11/30 by Daniel.Wright
PS4 compile fix
Change 3216343 on 2016/11/30 by Arne.Schober
DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals.
Change 3216844 on 2016/12/01 by Ben.Woodhouse
Fix for static analysis warnings after discussion with Microsoft
Change 3216916 on 2016/12/01 by Gil.Gribb
Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3217385 on 2016/12/01 by Arne.Schober
DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass
Change 3217464 on 2016/12/01 by Ben.Woodhouse
Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor
#jira UE-39225
Change 3217534 on 2016/12/01 by Arne.Schober
DR - Fix Merge conflict
Change 3217581 on 2016/12/01 by Rolando.Caloca
DR - Fix assert on debug
Change 3217741 on 2016/12/01 by Benjamin.Hyder
Duplicate audio fix.
Change 3217890 on 2016/12/01 by Rolando.Caloca
DR - Fix widget not rendering properly when hidden
#jira UE-39221
Change 3218129 on 2016/12/01 by Arne.Schober
DR - UE-39214 - Lod dither value as accidently cached accross the static draw list.
Change 3218759 on 2016/12/02 by Guillaume.Abadie
Fixes editor compositing bug caused by alpha through post processing change 3209903
#jira UE-39221
[CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
FDepthDrawingPolicyFactory : : DrawDynamicMesh ( RHICmdList , * View , Context , MeshBatch , true , DrawRenderState , MeshBatchAndRelevance . PrimitiveSceneProxy , MeshBatch . BatchHitProxyId ) ;
2015-06-25 08:36:35 -04:00
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292174 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- Linux toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292193 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- ThirdParty libs compiled with new toolchain with wasm support
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292222 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm support
- ENGINE changes (c# & cpp files)
#jira UEPLAT-1437 Switch [to] web assembly
Change 3292223 on 2017/02/08 by Nick.Shin
HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile
Change 3292228 on 2017/02/08 by Nick.Shin
HTML5 emscripten: webgl support
- webgl patches
- and a lot of UE4 patches to package HTML5 on LINUX
- mostly from mozilla's jukka -- thx jukka!
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3292285 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- Windows toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
Change 3294391 on 2017/02/09 by Nick.Shin
HTML5 "black box issues" revisited
- jukka rewrote the window resize handler -- much cleaner and more straightforward
#jira UE-36341 HTML5 - View is incorrectly drawn
#jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On
Change 3296421 on 2017/02/10 by Jack.Porter
Fix landscape spline segment splitting placing when using streaming levels
Change 3296587 on 2017/02/10 by Jack.Porter
Additional fix for landscape spline segment splitting when using streaming levels
Change 3301241 on 2017/02/14 by Mi.Wang
Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter
Change 3301387 on 2017/02/14 by Nick.Shin
HTML5 emscripten: webgl support
- webgl patches from mozilla's jukka
+ hardware instancing
+ glBlitFramebuffer
+ GL AlaphaBlendOperation
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3301405 on 2017/02/14 by Nick.Shin
HTML5 plugin fix when blueprint projects are promoted to code projects automatically.
#jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc
Change 3302278 on 2017/02/14 by Omar.Rodriguez
UE-36651: Mac Vulkan Android Projects crash on launch.
* Glslang library has been built for Mac but flag was not updated
* Set GlslangAvailable to true for Mac when building an Android project with vulkan
#jira UE-36651
Change 3302773 on 2017/02/14 by Chris.Babcock
Add a dropdown with some common console commands on Android (contributed by rafortis)
#jira UE-40834
#PR #3143
#ue4
#android
Change 3305604 on 2017/02/16 by Nick.Shin
HTML5 webgl2 shader- turn on: instance static mesh vertex factory
#jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5
Change 3308154 on 2017/02/16 by Nick.Shin
HTML5 GitHub PR
#jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5
Change 3308510 on 2017/02/16 by Nick.Shin
HTML5 webgl2 shader fixes
#jria UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3308971 on 2017/02/17 by Jack.Porter
Fix for landscape painting when height<0 in the Ortho viewports
Change 3309075 on 2017/02/17 by Allan.Bentham
Include static subject meshes when masking out modulated shadow casters.
#jira UE-41581
Change 3309531 on 2017/02/17 by Chris.Babcock
Handle large OBB files in APK
#jira UE-41443
#ue4
#android
Change 3311320 on 2017/02/19 by Dmitriy.Dyomin
Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU)
#jira UE-41970
Change 3311347 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil)
#jira UE-41976
Change 3311398 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Landscapes do not render on PowerVR device
#jira UE-35530
Change 3311428 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes
#jira UE-42036
Change 3311448 on 2017/02/20 by Dmitriy.Dyomin
Fixed: Packaged game Crashes on android after entering "Help" command twice
#jira UE-41956
Change 3311587 on 2017/02/20 by Allan.Bentham
ES2 GLSL - Silently swap all uint to ints
#jira UE-41548
Change 3313930 on 2017/02/21 by Allan.Bentham
Print literal uints as ints when generating ES2 code.
#jira UE-41548
Change 3317924 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- Linux toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3317929 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- ThirdParty libs compiled with new toolchain with wasm and webgl2 support
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318004 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- windows toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318672 on 2017/02/23 by Nick.Shin
HTML5 webgl2 shader fixes
#jria UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3318819 on 2017/02/23 by Dmitriy.Dyomin
Fixed: Rendering artifacts with bloom on iPhone7 Metal
#jira UE-40978
Change 3319702 on 2017/02/23 by Chris.Babcock
Disable eglSwapInterval since it can cause issues with some drivers
#ue4
#android
Change 3320880 on 2017/02/24 by Dmitriy.Dyomin
Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default)
#jira UEMOB-195
Change 3321042 on 2017/02/24 by Jack.Porter
Fixed incorrect sizeof in Vulkan pipleine cache
pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/
#code_review: rolando.caloca
Change 3322383 on 2017/02/24 by Chris.Babcock
Fix issue with ad banner on Android 7.0 devices
#jira UE-42390
#ue4
#android
Change 3322479 on 2017/02/24 by Omar.Rodriguez
UEMOB-199 - WEX: Improved virtual keyboard for Android
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira UEMOB-199
Change 3323353 on 2017/02/27 by Allan.Bentham
Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis
#jira UE-42191
Change 3323431 on 2017/02/27 by Allan.Bentham
CIS fix
Change 3323687 on 2017/02/27 by Allan.Bentham
Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices.
#jira UE-42131
Change 3324652 on 2017/02/28 by Dmitriy.Dyomin
Fixed: Canvas elements appear darker on iOS Metal
Change 3324885 on 2017/02/28 by Jack.Porter
Fixed "Minimum iOS Version" setting display name
#jira UE-42270
Change 3324899 on 2017/02/28 by Jack.Porter
GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini
#jira UE-40018
#3063
Change 3324932 on 2017/02/28 by Jack.Porter
GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows
#jira UE-41984
#3257
#codereview: Peter.Sauerbrei
Change 3324956 on 2017/02/28 by Jack.Porter
FOpenGLFrontend::GetMaxSamplers incorrect for IOS
#jira UE-42038
#3264
Change 3325478 on 2017/02/28 by Allan.Bentham
PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna)
#jira UE-41442
Change 3327300 on 2017/03/01 by Allan.Bentham
PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen)
#jira UE-41257
Change 3328917 on 2017/03/02 by Nick.Shin
HTML5 project settings
expose ini settings to edtior HTML5 project settings panel
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
#jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac
#jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings
Change 3329169 on 2017/03/02 by Allan.Bentham
increase render thread timeout to 1 minute for suntemple / android.
Prevents low end devices timing out during load.
#jira UE-40696
Change 3330849 on 2017/03/02 by Nick.Shin
HTML5 project settings
expose ini settings to edtior HTML5 project settings panel
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3331078 on 2017/03/03 by Dmitriy.Dyomin
Fixed: Device output log partial lines
integrated from WEX (3250488)
Change 3331112 on 2017/03/03 by Dmitriy.Dyomin
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
integrated from WEX (3256584)
Change 3331117 on 2017/03/03 by Dmitriy.Dyomin
Fixed redundant blend state changes in opengl
integrated from WEX (3256586)
Change 3331173 on 2017/03/03 by Dmitriy.Dyomin
Slate pixel shaders will use half precision where possible on mobile
integrated from WEX (3256656)
Change 3332865 on 2017/03/06 by Dmitriy.Dyomin
Better MobileContentScaleFactor defaults for iOS devices
#jira UEMOB-330
Change 3333129 on 2017/03/06 by Peter.Sauerbrei
move to Library/Caches instead of documents for saved files
re-enable iterative deploy on TVOS
#jira UEMOB-284
Change 3334692 on 2017/03/06 by Jack.Porter
Allow r.MobileContentScaleFactor to be changed at runtime on Android
#jira UEMOB-173
Change 3336255 on 2017/03/07 by Nick.Shin
HTML5 project settings
marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3337094 on 2017/03/08 by Nick.Shin
HTML5 project settings
marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...
#jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
Change 3338800 on 2017/03/08 by Chris.Babcock
Update AAR handling to deal with versioning, subproject dependencies for resources, and scope
#jira UE-42677
#ue4
#android
Change 3338813 on 2017/03/08 by Chris.Babcock
Pass build configuration to UPL for access during packaging as $S(Configuration)
#jira UE-42678
#ue4
#android
#ios
Change 3339401 on 2017/03/09 by Alicia.Cano
Android runtime permissions
- Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds
- Fix for Location Services
- Fix for if target sdk is not set to 23+
#jira UE-38512
#android
#rb: chris.babcock
Change 3340736 on 2017/03/09 by Chris.Babcock
Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing)
#jira UE-41965
#PR #3254
#ue4
#android
Change 3340744 on 2017/03/09 by Jack.Porter
Expose Custom Depth to Foliage
#jira UE-6061
Change 3340849 on 2017/03/09 by Dmitriy.Dyomin
Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s.
#jira UE-42351
Change 3341268 on 2017/03/10 by Alicia.Cano
PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm)
#jira UE-37945
#android
#rb: chris.babcock, jack.porter
Change 3341303 on 2017/03/10 by Allan.Bentham
Remove optimisation that prevents full specular occulsion on mobile.
PR #3186 : Specular can't be blocked on high-end mobile.
#jira UE-41393
Change 3342304 on 2017/03/10 by Alicia.Cano
build fix
#rb: chris.babcock
Change 3343344 on 2017/03/13 by Alicia.Cano
build fix
#rb: chris.babcock
Change 3343591 on 2017/03/13 by Brent.Pease
iOS multiplayer fix part 1. Correct byte ordering.
#jira UE-34875
Change 3343669 on 2017/03/13 by Chris.Babcock
Update carefullyredist script version
#jira UE-42832
Change 3344212 on 2017/03/13 by Will.Fissler
Various compile fixes for Xcode 8.3.
These fixes must also be added to //UE4/Release-4.15.
#jira UE-41313
Change 3344396 on 2017/03/13 by Chris.Babcock
Fix Java 1.5 obsolete warnings
#jira UE-42851
#ue4
#android
Change 3345132 on 2017/03/14 by Will.Fissler
Added ifdef wrapper to check clang version for presentDrawable.
Change 3345336 on 2017/03/14 by Will.Fissler
Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method.
Change 3345460 on 2017/03/14 by Will.Fissler
ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none
Change 3346046 on 2017/03/14 by Will.Fissler
Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging.
Change 3346367 on 2017/03/14 by Chris.Babcock
Fix issue with GoogleVR ARMv7 libraries included for other architectures in link
#ue4
#android
Change 3347682 on 2017/03/15 by Allan.Bentham
Enable HW sRGB correction with retainer widget's render target.
Use slate's gamma correction for mobile (where no such support exists)
Render retainer box RT content with gamma correction.
#jira UE-40967
Change 3348712 on 2017/03/15 by Nick.Shin
HTML5 - upload to S3
updated to AWS "signature version 4" authentication
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3349254 on 2017/03/16 by Jack.Porter
Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled.
#jira UE-42971
Change 3349739 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
better error message feedback on upload failures
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3349765 on 2017/03/16 by Alicia.Cano
Disable mouseover events in Mobile Previewer
#jira UE-19903
#mobile
#rb: Jack.Porter
Change 3350049 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
folder in bucket is optional
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3350153 on 2017/03/16 by Nick.Shin
HTML5 - upload to S3
updated S3 public link generator
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3351582 on 2017/03/17 by Will.Fissler
Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9";
Currently we cannot build arm64 for iOS with this change.
Change 3352085 on 2017/03/17 by Alicia.Cano
iOS doesn't honor request to close the virtual keyboard leading to a crash
#jira UE-36447
#ios
#rb:Peter.Sauerbrei
Change 3353313 on 2017/03/19 by Ben.Marsh
Always allow large *.js files in Github.
Change 3354444 on 2017/03/20 by Nick.Shin
HTML5 - upload to S3
to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set
#jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error
Change 3355618 on 2017/03/20 by Nick.Shin
HTML5 Save Game System
- ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp
- cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version)
- created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code
#jira UE-42081 Remove heinous HTML5 code from engine
Change 3355621 on 2017/03/20 by Nick.Shin
remove temp debugging code
#jira UE-42081 Remove heinous HTML5 code from engine
Change 3356937 on 2017/03/21 by Chris.Babcock
Add "stat vulkanrhi" to new console dropdown
#jira UE-43149
#ue4
#android
Change 3357652 on 2017/03/21 by Nick.Shin
HTML5 performance speed ups
added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate)
- this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel
this option is based on the suggestions by jukka's post:
- https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html
however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden...
#jira UE-30214 - Implement a warning message for fps settings
Change 3360415 on 2017/03/23 by Allan.Bentham
Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes.
Change 3360418 on 2017/03/23 by Allan.Bentham
Disable filmic tonemapper if r.MobileHDR32bppMode is in use.
#jira UE-40913
Change 3360557 on 2017/03/23 by Allan.Bentham
Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview.
#jira UE-42131
Change 3362258 on 2017/03/23 by Dmitriy.Dyomin
Fixed: Canvas texture element gamma issues on iOS Metal
Change 3362321 on 2017/03/24 by Dmitriy.Dyomin
GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen)
#3173
Change 3363550 on 2017/03/24 by Alicia.Cano
build fix for devices < Android 5.0
#jira UE-43299
#android
#rb: chris.babcock
Change 3363687 on 2017/03/24 by Chris.Babcock
Fix Android password hiding in input dialog
#jira WEX-5159
#ue4
#android
Change 3365280 on 2017/03/27 by Dmitriy.Dyomin
Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension
Change 3365291 on 2017/03/27 by Dmitriy.Dyomin
Copied form WEX CL# 3308653
Fixed: Enabling shader cache causes crash on NVIDIA Shield
#jira UE-41639
Change 3365293 on 2017/03/27 by Dmitriy.Dyomin
GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik)
#jira UE-43247
#3411
Change 3365340 on 2017/03/27 by Dmitriy.Dyomin
Fixed: Moving sublevel in world composition browser does not appear in Undo History
#jira UE-35535
Change 3365564 on 2017/03/27 by Allan.Bentham
SkyLightComponent now serializes IrradianceMap SH values.
clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures.
Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt.
#jira UE-42436
Change 3366282 on 2017/03/27 by Nick.Shin
remove dead links
these files to not exist anywhere in the make-3.81 subfolders
#UDN-354501
#jira none
Change 3366306 on 2017/03/27 by Nick.Shin
HTML5 - disable multi-threading for wasm
#jira UE-43219 - HTML5 disable multi-threading for wasm
Change 3366307 on 2017/03/27 by Nick.Shin
HTML5 packaging Shipping builds
big cleanup / additions to *gz file support for amazon s3
* both, uploading to s3
* and allowing s3 to host the games there
#jira UE-43002 HTML5 in Shipping fails downloading symbols files
#jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected.
Change 3367385 on 2017/03/28 by Allan.Bentham
Display skylight serialization warning only when cooking for mobile platforms.
#jira UE-42436
Change 3368583 on 2017/03/28 by Chris.Babcock
Expose JAVA_HOME setting in Android SDK project settings on Mac
#jira UE-43418
#ue4
#android
Change 3368803 on 2017/03/28 by Chris.Babcock
Fix features requested in manifest for "Daydream and Cardboard" mode
#jira UE-43314
#ue4
#android
Change 3369087 on 2017/03/28 by Jack.Porter
Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP
#jira UE-42438
Change 3369372 on 2017/03/29 by Allan.Bentham
Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled.
#jira UE-43366
Change 3369381 on 2017/03/29 by Jack.Porter
Show warnings when mobile shader permutations required for rendering are disbaled
Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering.
#jira UE-43050
Change 3369430 on 2017/03/29 by Allan.Bentham
fix CIS build
Change 3369740 on 2017/03/29 by Allan.Bentham
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro.
Add support for map file generation with android.
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira UEMOB-168
Change 3369975 on 2017/03/29 by Nick.Shin
HTML5 - AWS S3 shareable link for shipping builds corrected
#jira UE-43379 Amazon S3 Shareable link does not generate correct filepath.
Change 3369998 on 2017/03/29 by Nick.Shin
HTML5 python build scripts
PR:
https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3
#jira none
Change 3370214 on 2017/03/29 by Nick.Shin
HTML5 - default bUseFixedTimeStep to false...
#jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms
Change 3370762 on 2017/03/29 by Chris.Babcock
Fixes to new keyboard for Android
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets.
#ue4
#android
Change 3371344 on 2017/03/30 by Jack.Porter
Fixed issue where Vulkan screenshot R/B channels were reversed on Android
#jira UE-43479
Change 3372926 on 2017/03/30 by Peter.Sauerbrei
start the process of sunsetting 32-bit and GLES2 on iOS
#jira UE-42266
Change 3372970 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- windows toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3372989 on 2017/03/30 by Peter.Sauerbrei
fix for Xcode 8.3 build with 32-bit
Change 3373007 on 2017/03/30 by Peter.Sauerbrei
fix for crash when online subsystem is disabled on IOS
Change 3373108 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373163 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373169 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
license file updated
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rnx
Change 3373287 on 2017/03/30 by Nick.Shin
HTML5 - 1.36.11 emscripten - remove old SDK
#jira none
#rnx
Change 3373289 on 2017/03/30 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- Linux toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3373595 on 2017/03/30 by Chris.Babcock
Reenable GooglePlay for ARM64 now that it doesn't crash
#jira UE-36198
#ue4
#android
Change 3373606 on 2017/03/30 by Chris.Babcock
Submitting Allan's shelved EXT_shader_framebuffer_fetch fix
#ue4
#android
Change 3375456 on 2017/03/31 by Chris.Babcock
Add missing keycodes for Android keyboard (@ and #)
#jira WEX-5777
#ue4
#android
Change 3376309 on 2017/04/03 by Allan.Bentham
Fix overflow issues with mobile DoF.
Change 3377041 on 2017/04/03 by Will.Fissler
Adding Testbed content for PlatformShowcase.
Change 3377582 on 2017/04/03 by Alicia.Cano
adding back in GET_ACCOUNTS permission as it is required for Reset Achievements
#jira: UE-43265
#android
#rb: Chris.Babcock
Change 3377643 on 2017/04/03 by Peter.Sauerbrei
fix for memory leak in MallocBinned
#jira UE-43008
Change 3378033 on 2017/04/04 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- ThirdParty libs compiled with new toolchain with wasm and webgl2 support
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rn
Change 3378034 on 2017/04/04 by Nick.Shin
HTML5 - 1.37.9 emscripten: wasm & webgl2 support
- ThirdParty build scripts
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
Change 3378035 on 2017/04/04 by Nick.Shin
HTML5 - Update GameX template to make it work with trunk Emscripten
PR
https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978
#jira none
#rn
Change 3378044 on 2017/04/04 by Nick.Shin
HTML5 harfbuzz - double checking recompiled with NO multithreading
wasm currently does not support pthreads
*** THIS IS STILL WIP ***
checking in to match 3rd party libs compiled configuration
#jira UE-28588 - Build HarfBuzz for HTML5
#rnx
Change 3378264 on 2017/04/04 by Allan.Bentham
Fix crash when using consolas font on android sdk 24
#jira UE-43464
Change 3379097 on 2017/04/04 by Nick.Shin
CIS HTML5 build warning fix
#jria none
#rnx
Change 3379333 on 2017/04/04 by Chris.Babcock
Prevent inserting extra permissions into manifest multiple times
#jira UE-43583
#ue4
#android
Change 3380870 on 2017/04/05 by Chris.Babcock
Fix merge issue
Change 3380898 on 2017/04/05 by Chris.Babcock
Fixed again
Change 3381443 on 2017/04/05 by Chris.Babcock
Fix for GearVR non-unity build
#ue4
#android
Change 3381941 on 2017/04/05 by Chris.Babcock
Fix HTTPChunkInstaller texture format checks and missing #define warning
#jira UE-43706
#ue4
#android
Change 3382056 on 2017/04/05 by Chris.Babcock
Updates to Android AARs needed for Facebook plugin
Change 3382097 on 2017/04/05 by Chris.Babcock
Disable java console cmd receiver only in shipping builds
#jira UE-43710
#ue4
#android
Change 3382497 on 2017/04/06 by Allan.Bentham
Fix Fortnite Cooked Server crashes when joining game from lobby.
#jira UE-43695
Change 3383227 on 2017/04/06 by Will.Fissler
Reverted case sensitive change, from yesterday, and implemented a pragma instead.
#jira UE-41313
[CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
for ( int32 ElementIndex = 0 ; ElementIndex < StaticSubjectMeshElements . Num ( ) ; + + ElementIndex )
{
const FStaticMesh & StaticMesh = * StaticSubjectMeshElements [ ElementIndex ] . Mesh ;
FDepthDrawingPolicyFactory : : DrawStaticMesh (
RHICmdList ,
* View ,
FDepthDrawingPolicyFactory : : ContextType ( DDM_AllOccluders , false ) ,
StaticMesh ,
StaticMesh . bRequiresPerElementVisibility ? View - > StaticMeshBatchVisibility [ StaticMesh . Id ] : ( ( 1ull < < StaticMesh . Elements . Num ( ) ) - 1 ) ,
true ,
DrawRenderState ,
StaticMesh . PrimitiveSceneInfo - > Proxy ,
StaticMesh . BatchHitProxyId ,
false
) ;
}
2015-06-25 08:36:35 -04:00
}
2014-03-14 14:13:41 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
}
void FProjectedShadowInfo : : RenderProjection ( FRHICommandListImmediate & RHICmdList , int32 ViewIndex , const FViewInfo * View , bool bProjectingForForwardShading , bool bMobileModulatedProjections ) const
{
# if WANTS_DRAW_MESH_EVENTS
FString EventName ;
GetShadowTypeNameForDrawEvent ( EventName ) ;
SCOPED_DRAW_EVENTF ( RHICmdList , EventShadowProjectionActor , * EventName ) ;
# endif
FScopeCycleCounter Scope ( bWholeSceneShadow ? GET_STATID ( STAT_RenderWholeSceneShadowProjectionsTime ) : GET_STATID ( STAT_RenderPerObjectShadowProjectionsTime ) ) ;
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 ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
// Find the shadow's view relevance.
const FVisibleLightViewInfo & VisibleLightViewInfo = View - > VisibleLightInfos [ LightSceneInfo - > Id ] ;
{
FPrimitiveViewRelevance ViewRelevance = VisibleLightViewInfo . ProjectedShadowViewRelevanceMap [ ShadowId ] ;
// Don't render shadows for subjects which aren't view relevant.
if ( ViewRelevance . bShadowRelevance = = false )
{
return ;
}
}
bool bCameraInsideShadowFrustum ;
TArray < FVector4 , TInlineAllocator < 8 > > FrustumVertices ;
SetupFrustumForProjection ( View , FrustumVertices , bCameraInsideShadowFrustum ) ;
const bool bDepthBoundsTestEnabled = IsWholeSceneDirectionalShadow ( ) & & GSupportsDepthBoundsTest & & CVarCSMDepthBoundsTest . GetValueOnRenderThread ( ) ! = 0 ;
if ( ! bDepthBoundsTestEnabled )
{
SetupProjectionStencilMask ( RHICmdList , View , FrustumVertices , bMobileModulatedProjections , bCameraInsideShadowFrustum ) ;
}
2014-03-14 14:13:41 -04:00
2014-05-30 07:58:05 -04:00
// solid rasterization w/ back-face culling.
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 . RasterizerState = XOR ( View - > bReverseCulling , IsWholeSceneDirectionalShadow ( ) ) ? TStaticRasterizerState < FM_Solid , CM_CCW > : : GetRHI ( ) : TStaticRasterizerState < FM_Solid , CM_CW > : : GetRHI ( ) ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
if ( bDepthBoundsTestEnabled )
2014-05-30 07:58:05 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3232283 on 2016/12/13 by Ben.Woodhouse
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3232641 on 2016/12/13 by Mark.Satterthwaite
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
Change 3232661 on 2016/12/13 by Mark.Satterthwaite
Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later.
Change 3232759 on 2016/12/13 by Ben.Woodhouse
Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN
https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html
Change 3232803 on 2016/12/13 by Ben.Marsh
Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well.
Change 3232836 on 2016/12/13 by Ben.Marsh
Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs.
Change 3232974 on 2016/12/13 by Rolando.Caloca
DR - Refactor common code to UWorld::RecreateScene
#jira UE-36719
PR #2824
Change 3232976 on 2016/12/13 by Ben.Marsh
Add missing dependency on tools node for Mac cooks. Need to compile SCW first.
Change 3233289 on 2016/12/13 by Olaf.Piesche
Fixing potentially broken spot/point light fade with old content; initialize new properties properly
Change 3233811 on 2016/12/13 by Mark.Satterthwaite
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
Change 3233854 on 2016/12/13 by Mark.Satterthwaite
More information about texture type validation errors in Metal.
Change 3234650 on 2016/12/14 by Rolando.Caloca
DR - vk - Fix bad aspect on depth cubemaps
Change 3234651 on 2016/12/14 by Rolando.Caloca
DR - vk - Fix for 32 bit crash on dump layer
Change 3234813 on 2016/12/14 by Guillaume.Abadie
Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3235047 on 2016/12/14 by Uriel.Doyon
Refactored HLOD texture streaming strategy to separate forced load from visibility.
Added an incremental update in the last stage of the texture streaming update load to clear any pending work.
Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything.
Change 3235317 on 2016/12/14 by Uriel.Doyon
Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo.
Change 3235431 on 2016/12/14 by Rolando.Caloca
DR - Fix for Vulkan drawing black
Change 3236788 on 2016/12/15 by Mark.Satterthwaite
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
Change 3236850 on 2016/12/15 by Mark.Satterthwaite
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3237002 on 2016/12/15 by Benjamin.Hyder
submitting updated TM-Shadermodels map
Change 3237312 on 2016/12/15 by Rolando.Caloca
DR - Change more macros to lambdas
Change 3237394 on 2016/12/15 by Mark.Satterthwaite
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3237490 on 2016/12/15 by Daniel.Wright
Fixed ULandscapeComponent::GetUsedMaterials
Change 3237597 on 2016/12/15 by Ben.Woodhouse
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
Change 3237654 on 2016/12/15 by Daniel.Wright
Non-editor compile fix
Change 3238229 on 2016/12/16 by Rolando.Caloca
DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it
Change 3238236 on 2016/12/16 by Rolando.Caloca
DR - Compile fixes
Change 3238280 on 2016/12/16 by Marc.Olano
Small optimization to Lanczos-3 upsample shader code.
Change 3238321 on 2016/12/16 by Rolando.Caloca
DR - Compile fix
Change 3238331 on 2016/12/16 by Rolando.Caloca
DR - compile fix
Change 3238495 on 2016/12/16 by Marc.Olano
Replace TEA random number generator with PCG.
Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled.
Change 3238496 on 2016/12/16 by Marc.Olano
Tone mapping fix for OR-31752, cherry picked from Orion 3208273
Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance.
Change 3238520 on 2016/12/16 by Rolando.Caloca
DR - CIS Fix
Change 3238571 on 2016/12/16 by Rolando.Caloca
DR - CIS fix
Change 3238605 on 2016/12/16 by Daniel.Wright
Sharing IndirectLightingCacheTextureSampler samplers
Change 3238626 on 2016/12/16 by Daniel.Wright
Ray Traced Distance Field Shadow optimizations
* Tighter light space tile culling
* Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance
* Depth bounds test on upsample
* Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality
* RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes
Change 3238652 on 2016/12/16 by Rolando.Caloca
DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead
Change 3238855 on 2016/12/16 by Rolando.Caloca
DR - Added FRHITexture2D GetSizeXY
Change 3238881 on 2016/12/16 by Rolando.Caloca
DR - CIS fix
Change 3239008 on 2016/12/16 by Arne.Schober
DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands
Change 3239012 on 2016/12/16 by Arne.Schober
DR - missing file
Change 3239255 on 2016/12/17 by Rolando.Caloca
DR - Remove shader clears from D3D11
Change 3239690 on 2016/12/19 by Rolando.Caloca
DR - vk - Misc fixes from 1.0.37.00 SDK warnings
Change 3239964 on 2016/12/19 by Rolando.Caloca
DR - Fix click on editor not showing selected
Change 3239995 on 2016/12/19 by Rolando.Caloca
DR - Enable dist field on GL4 & Vulkan SM5
Change 3240162 on 2016/12/19 by Daniel.Wright
Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code
Change 3240163 on 2016/12/19 by Daniel.Wright
Distance field self shadowing controls for hiding world position offset self-shadow artifacts
* Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows
* Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground
Change 3240271 on 2016/12/19 by Daniel.Wright
Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers.
Change 3240282 on 2016/12/19 by Rolando.Caloca
DR - Proper fix for hit proxies clear
- Added missing stencil ref to DrawClearQuad
Change 3240316 on 2016/12/19 by Rolando.Caloca
DR - vk - Fixed some new 1.0.37.0 warnings
Change 3240354 on 2016/12/19 by Rolando.Caloca
DR - Dev shaders on sm4/5
Change 3240759 on 2016/12/20 by Rolando.Caloca
DR - Fix bad crc on GL element declarations
Change 3240895 on 2016/12/20 by Rolando.Caloca
DR - vk - Swapchain fixes
Change 3241057 on 2016/12/20 by Rolando.Caloca
DR - vk - Fix resize on desktop
Change 3241112 on 2016/12/20 by Rolando.Caloca
DR - vk - Fix 1.0.37.0 warnings
- Ignore some warnings we know we can't fix
Change 3241310 on 2016/12/20 by Rolando.Caloca
DR - vk - Fix crash
Change 3241417 on 2016/12/20 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
Change 3241990 on 2016/12/21 by Daniel.Wright
Converted DistanceFieldVolume data to BulkData
* FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s
Change 3242005 on 2016/12/21 by Daniel.Wright
Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity
Change 3242295 on 2016/12/21 by Bob.Tellez
Duplicating CL#3242294 from //Fortnite/Main
#UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled
Change 3242487 on 2016/12/21 by Marcus.Wassmer
Fix typo
Change 3243091 on 2016/12/22 by Daniel.Wright
Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS
Change 3243161 on 2016/12/22 by Uriel.Doyon
New async tasks for the streaming update. Optimizing the biggest frame cost.
Change 3243179 on 2016/12/22 by Uriel.Doyon
Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask
Change 3243236 on 2016/12/22 by Daniel.Wright
Fixed DFAO bilateral upsample
* Depth buffer was being unbound due to lack of DepthRead_StencilNop
Change 3243452 on 2016/12/23 by Ben.Woodhouse
Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners
#jira UE-35247
Change 3243512 on 2016/12/23 by Uriel.Doyon
Improved task system for texture streaming.
Change 3243742 on 2016/12/26 by Rolando.Caloca
DR - vk - Fix UAV clears
- Removed old validation layer
- Print found device layers
Change 3243745 on 2016/12/27 by Rolando.Caloca
DR - vk - Fix for texture cube arrays
- Warning for ClearUAVs
Change 3243762 on 2016/12/27 by Rolando.Caloca
DR - vk - Always use pipeline cache
Change 3244450 on 2016/12/31 by Rolando.Caloca
DR - vk - Pre reqs for separate transfer queue
Change 3244453 on 2016/12/31 by Rolando.Caloca
DR - vk - Win32 compile fix
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3244757 on 2017/01/03 by Marcus.Wassmer
Niagara is still experimental in non-task branches.
Change 3245059 on 2017/01/03 by Benjamin.Hyder
Submitting TM-TrigNodes map
Change 3245500 on 2017/01/03 by Olaf.Piesche
Compile fix #1 for post-merge problems
Change 3245572 on 2017/01/03 by Olaf.Piesche
(Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool.
Change 3245683 on 2017/01/03 by Marcus.Wassmer
Fix some niagara warnings
Change 3245732 on 2017/01/03 by Marcus.Wassmer
Fix Niagara compile on clang platforms.
Fix a few warnings / static analysis things as well.
Change 3246403 on 2017/01/04 by Rolando.Caloca
DR - vk - Fix bogus warning
Change 3246432 on 2017/01/04 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3246538 on 2017/01/04 by Rolando.Caloca
DR - vk - Show hitch time for compute psos
Change 3246580 on 2017/01/04 by Rolando.Caloca
DR - vk - compile fix
Change 3246610 on 2017/01/04 by Rolando.Caloca
DR - Compute PSO pre reqs
Change 3246707 on 2017/01/04 by Marcus.Wassmer
Add missing integer operations to UnrealMathDirectX.h
Change 3246786 on 2017/01/04 by Marcus.Wassmer
Avoid public dependency build errors. Should probably just remove the DDCUtils module instead
Change 3246828 on 2017/01/04 by Olaf.Piesche
UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view.
Change 3247026 on 2017/01/04 by Rolando.Caloca
DR - Remove CrossCompilerTool as it's not required anymore
Change 3247086 on 2017/01/04 by Marcus.Wassmer
Remove includes for Core.h monolithic header
Change 3247227 on 2017/01/04 by Marcus.Wassmer
Fix typo and compile errors.
Change 3247228 on 2017/01/04 by Marcus.Wassmer
Use crossplatform intrinsics
Change 3247229 on 2017/01/04 by Marcus.Wassmer
Implement missing integer NEON operations.
Change NEON vectorint to match name and sign from other platforms
Change 3247245 on 2017/01/04 by Marcus.Wassmer
Fixing various warnings/errors from clang platforms (Mac/Linux)
Change 3247331 on 2017/01/04 by Marcus.Wassmer
More Mac/clang fixes
Change 3247958 on 2017/01/05 by Marcus.Wassmer
VectorInt < - > Float ops should be conversions not reinterpret cast
Change 3247959 on 2017/01/05 by Marcus.Wassmer
Add missing ops to non-vector header
Change 3247964 on 2017/01/05 by Rolando.Caloca
DR - Temp fix for crash
#jira UE-40211
Change 3248067 on 2017/01/05 by Rolando.Caloca
DR - Static analysis fixes
#jira UE-40167
Change 3248284 on 2017/01/05 by Rolando.Caloca
DR - Linuix Compile fix
#jira UE-40260
Change 3248288 on 2017/01/05 by Rolando.Caloca
DR - Linux compile fix
#jira UE-40264
Change 3248399 on 2017/01/05 by Brian.Karis
Filtered importance sampling for envmap prefiltering.
Fixed SSR on clearcoat with skylight only.
Change 3248503 on 2017/01/05 by Rolando.Caloca
DR - Linux fixes
#jira UE-40264
Change 3248666 on 2017/01/05 by Brian.Karis
Fix GL compile error
Change 3248740 on 2017/01/05 by Marcus.Wassmer
Fix linux and clang errors/warnings
Change 3248851 on 2017/01/05 by Marcus.Wassmer
Simplest fix for ES2 compile errors
Change 3249217 on 2017/01/06 by Simon.Tovey
Speculative fix for static analysis warning
Change 3249296 on 2017/01/06 by Ben.Woodhouse
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3249300 on 2017/01/06 by Ben.Woodhouse
Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296
Change 3249387 on 2017/01/06 by Rolando.Caloca
DR - Fix GL clear issues
#jira UE-40254
Change 3249435 on 2017/01/06 by Ben.Woodhouse
Duplicated from UT CL 3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
Change 3249721 on 2017/01/06 by Marcus.Wassmer
Remove final references to non-existent Niagara data
Change 3249742 on 2017/01/06 by Marcus.Wassmer
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
[CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
EnableDepthBoundsTest ( RHICmdList , CascadeSettings . SplitNear , CascadeSettings . SplitFar , View - > ViewMatrices . GetProjectionMatrix ( ) ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
2014-05-30 07:58:05 -04:00
// no depth test or writes
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 . DepthStencilState = TStaticDepthStencilState < false , CF_Always > : : GetRHI ( ) ;
2014-05-30 07:58:05 -04:00
}
else
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
if ( GStencilOptimization )
{
// No depth test or writes, zero the stencil
// Note: this will disable hi-stencil on many GPUs, but still seems
// to be faster. However, early stencil still works
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 . DepthStencilState =
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3186067 on 2016/11/03 by Daniel.Wright
Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved
Change 3186069 on 2016/11/03 by Daniel.Wright
Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high
Change 3186084 on 2016/11/03 by Mark.Satterthwaite
Duplicate 3172511:
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3186089 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3169764:
Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
#jira FORT-27627
Change 3186113 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183807:
Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
#jira FORT-31649
Change 3186116 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183823:
Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.
Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
#jira FORT-31649
Change 3186818 on 2016/11/04 by Chris.Bunner
PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii).
Change 3186979 on 2016/11/04 by Rolando.Caloca
DR - Misc minor cleanup
Change 3187169 on 2016/11/04 by Uriel.Doyon
Incremental insertion of level data between PostLoad and AddToWorld
Change 3187205 on 2016/11/04 by Mark.Satterthwaite
Compile fixes for iOS.
Change 3187389 on 2016/11/04 by Uriel.Doyon
Fix for possible stall when loading hidden level
Change 3187598 on 2016/11/04 by Michael.Trepka
MetalViewport compile fix
Change 3187678 on 2016/11/04 by Uriel.Doyon
Fix for landscape grass textures not being streamed in correctly.
Change 3187731 on 2016/11/04 by Rolando.Caloca
DR - Start making type safe some cross compiler enums
Change 3187824 on 2016/11/04 by Rolando.Caloca
DR - clang compile fix
Change 3187953 on 2016/11/04 by Rolando.Caloca
DR - vk - Mac compile fix
Change 3188696 on 2016/11/07 by Mark.Satterthwaite
Another iOS compile fix for new MetalViewport validation code.
Change 3188906 on 2016/11/07 by Rolando.Caloca
DR - Show permutation of LUTBlender
Change 3189094 on 2016/11/07 by Chris.Bunner
Fix RemoveAAJitter from projection matrix.
#jira UE-37701, UE-38003
Change 3189134 on 2016/11/07 by Daniel.Wright
Fix for CreateRenderTarget2D called in construction script during cooking
Change 3189145 on 2016/11/07 by Chris.Bunner
Follow-up to CL 3186818, export UMaterialExpressionVectorNoise.
Change 3189239 on 2016/11/07 by Daniel.Wright
Added show flag for Contact Shadows, disabled in planar reflections
Change 3189252 on 2016/11/07 by Daniel.Wright
Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading
Change 3189406 on 2016/11/07 by Mark.Satterthwaite
Really fix the last of the iOS compile errors from changes to the MetalViewport code.
Change 3190854 on 2016/11/08 by Ben.Woodhouse
XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash)
#jira UE-34264
#fyi james.golding
#fyi keith.judge
Change 3190962 on 2016/11/08 by Olaf.Piesche
Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues
Change 3191959 on 2016/11/09 by Uriel.Doyon
Removed some static primitives from the dynamic primitive handler for texture streaming.
Change 3193122 on 2016/11/10 by Chris.Bunner
Always update non-preview material resources for use in code preview.
#jira UE-38223
Change 3193190 on 2016/11/10 by Gil.Gribb
UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame.
#jira UE-36379
Change 3193523 on 2016/11/10 by Uriel.Doyon
Fixed incorrect section bounds used for texture streaming.
Change 3193962 on 2016/11/10 by Uriel.Doyon
Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time.
Change 3193974 on 2016/11/10 by Uriel.Doyon
New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU.
Change 3194109 on 2016/11/10 by Uriel.Doyon
Another patch on material bounds used for texture streaming.
Change 3194665 on 2016/11/11 by Chris.Bunner
Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles.
Change 3194734 on 2016/11/11 by Rolando.Caloca
DR - vk - Simplified some texture casting
Change 3194867 on 2016/11/11 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3195176 on 2016/11/11 by Chris.Bunner
Fixed incorrectly updated NVAPI error.
Change 3195425 on 2016/11/11 by Uriel.Doyon
Fixed possible invalid level reference in the texture streamer
Change 3196512 on 2016/11/14 by Gil.Gribb
Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3196750 on 2016/11/14 by Marcus.Wassmer
Fix ordering problem with GPU cache transitions
Change 3196815 on 2016/11/14 by Daniel.Wright
Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS
Change 3196818 on 2016/11/14 by Daniel.Wright
Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory
Change 3196819 on 2016/11/14 by Daniel.Wright
Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes.
Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers
Change 3197243 on 2016/11/14 by Uriel.Doyon
Async Task For Updating static component LastRender time
#jira UE-24268
Change 3197359 on 2016/11/14 by Daniel.Wright
Added Inscattering Texture controls to ExponentialHeightFog
* When InscatteringColorCubemap is specified, directional light inscattering is disabled
* Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance
* Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match)
* Fog shader permutations based on what feature is enabled
Change 3198419 on 2016/11/15 by Chris.Bunner
PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls.
HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions.
Exposed RHICreateTargetableShaderResource3D.
Moved some (translucent) volume rendering helpers to allow access in Slate.
Change 3198822 on 2016/11/15 by Daniel.Wright
Mac compile fix
Change 3199509 on 2016/11/15 by Uriel.Doyon
Added support for viewmode param asset name (and note just param value).
Used to investigate texture streamer behavior.
Change 3199578 on 2016/11/15 by Rolando.Caloca
DR - Add some shader resource tables to SCW when running with -directcompile
Change 3199698 on 2016/11/15 by Rolando.Caloca
DR - vk - Refactor shader & descriptor bindings
Change 3199712 on 2016/11/15 by Rolando.Caloca
DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader
Change 3199717 on 2016/11/15 by Rolando.Caloca
DR - vk - Show hitching PSO info again
Change 3199750 on 2016/11/15 by Rolando.Caloca
DR - SCW clang compile fixes
Change 3200353 on 2016/11/16 by Rolando.Caloca
DR - vk - Mac fix
Change 3200358 on 2016/11/16 by Chris.Bunner
Only allow UI composition on platforms we currently use it.
Change 3200823 on 2016/11/16 by Chris.Bunner
Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing.
#jira UE-38699
Change 3200947 on 2016/11/16 by Mark.Satterthwaite
Fix UE-38695 by not trying to resize the viewport on the wrong thread.
#jira UE-38695
Change 3201069 on 2016/11/16 by Daniel.Wright
Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors
Change 3201346 on 2016/11/16 by Brian.Karis
Temporal AA fix for correct edge gradients.
Filtering now combined with importance sampling.
Enabled Catmull-Rom resolve filter. Results are now slightly sharper.
Fixed antighosting. Will yet require a dilation to be perfect.
Optimized bicubic filtering to 5 taps instead of 9.
Cleaned out unused code.
Change 3201369 on 2016/11/16 by Brian.Karis
Bicubic texture sample
Change 3201522 on 2016/11/16 by Rolando.Caloca
DR - vk - Fix static analysis issues
Change 3201878 on 2016/11/17 by Chris.Bunner
Temporarily disable Nvapi HDR error logging.
#jira UE-38529
Change 3202108 on 2016/11/17 by Simon.Tovey
Assets with easy repro for flickering particles bug
Change 3202181 on 2016/11/17 by Rolando.Caloca
DR - vk - CIS android fix
Change 3202325 on 2016/11/17 by Ben.Woodhouse
Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850)
Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash)
#jira UE-34264
Change 3204394 on 2016/11/18 by Guillaume.Abadie
PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke)
#br Ben.Woodhouse
Change 3204428 on 2016/11/18 by Guillaume.Abadie
Fixes a couple of issues in decals:
* Crash in FDecalDrawingPolicyFactory::DrawMesh()
* ActorPostion material expression
* PixelNormalWS material expression
* Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE
#jira UE-38327, UE-38158, UE-37818, UE-37350
Change 3204429 on 2016/11/18 by Uriel.Doyon
Darker default undefined accuracy.
Reenabled the texture streaming build in the build all.
Change 3204458 on 2016/11/18 by Chris.Bunner
Shader truncation warnings fix.
Change 3204459 on 2016/11/18 by Chris.Bunner
Engine 'Passthrough' material fuction fix. V4 is now actually a V4.
Change 3204460 on 2016/11/18 by Chris.Bunner
Correctly handle some known Nvapi warnings.
#jira UE-38529
Change 3204653 on 2016/11/18 by Marc.Olano
Helper functions for tiled textures
Checking in for Ryan Brucks
Change 3204863 on 2016/11/18 by Arne.Schober
DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation
Change 3204939 on 2016/11/18 by Arne.Schober
DR - Make clang happy
Change 3204968 on 2016/11/18 by Arne.Schober
DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset.
Change 3206293 on 2016/11/21 by Uriel.Doyon
New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields.
Set to true when the streamer can possibly load a mip in the near future.
#jira UE-37787
Change 3206551 on 2016/11/21 by Chris.Bunner
Added material update context when forcing all shaders to recompile.
#jira UE-38481
Change 3206644 on 2016/11/21 by Benjamin.Hyder
Updating Planar Reflection example in TM-Shadermodels.
Change 3206899 on 2016/11/21 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3206900 on 2016/11/21 by Rolando.Caloca
DR - Added missing strings for shader formats
Change 3206983 on 2016/11/21 by Rolando.Caloca
DR - vk - Support for SV_Coverage
Change 3207237 on 2016/11/22 by Simon.Tovey
Exporting particle module base and a couple of child classes as it's commonly requested.
#test compiles
Change 3207241 on 2016/11/22 by Gil.Gribb
Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3207520 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //Fortnite/Main@3206301
Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
#jira FORT-31616
#code_review keith.judge
Change 3207541 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //fortnite/Main@3207422
* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
#jira UE-38609
Change 3207654 on 2016/11/22 by Chris.Bunner
Don't flag 16-bit PNG/JPG textures as sRGB on import.
#jira UE-30279
Change 3208434 on 2016/11/22 by Rolando.Caloca
DR - vk - UAV transitions
Change 3208490 on 2016/11/22 by Chris.Bunner
Break material code sharing when we detect an unresolvable loop.
By default change IsResultMA loop detection to stop on functions as we can determine type definitively.
Unified IsResultMA detection across switch nodes.
Change 3208860 on 2016/11/23 by Rolando.Caloca
DR - vk - Fix some format issues
Change 3209265 on 2016/11/23 by Arne.Schober
DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface,
We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object.
One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType.
And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState.
Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface.
Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now)
Change 3209305 on 2016/11/23 by Guillaume.Abadie
Fix contact shadow's assemption on objects thickness
Change 3209334 on 2016/11/23 by Brian.Karis
Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense.
Change 3209903 on 2016/11/24 by Guillaume.Abadie
Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL
Change 3209973 on 2016/11/24 by Ben.Woodhouse
Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/)
Change 3210023 on 2016/11/24 by Uriel.Doyon
Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate.
#jira UE-37210
Change 3210026 on 2016/11/24 by Ben.Woodhouse
Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing
Change 3210049 on 2016/11/24 by Ben.Woodhouse
Fix mac build
Change 3210071 on 2016/11/24 by Uriel.Doyon
Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled.
#jira UE-37542
Change 3210374 on 2016/11/25 by Ben.Woodhouse
* Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled)
* Move Decal rendertarget manager function implementations out of the header.
#jira UE-38879
Change 3210390 on 2016/11/25 by Uriel.Doyon
Fixed cubemap resourcesize not taking into account mipgen settings
#jira UE-37045
Change 3210407 on 2016/11/25 by Uriel.Doyon
"resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data.
That can be used in combination with -buildlighting.
Change 3210563 on 2016/11/27 by Rolando.Caloca
DR - vk - Integrate cached memory fixes and PF_D24 format fix
#jira UE-39025
PR #2974
Change 3210564 on 2016/11/27 by Rolando.Caloca
DR - Fix for GL linker
PR #2975
#jira UE-39029
Change 3210592 on 2016/11/27 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3210597 on 2016/11/27 by Rolando.Caloca
DR - vk - Prep for staging UB copies to GPU memory
Change 3210600 on 2016/11/27 by Rolando.Caloca
DR - vk - Extract generic range code
Change 3210613 on 2016/11/27 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitOnDispatch
Change 3211054 on 2016/11/28 by Rolando.Caloca
DR - vk - Missing reference
Change 3211330 on 2016/11/28 by Chris.Bunner
Shader compile error for max texture coordinate count on skinned meshes.
Change 3211384 on 2016/11/28 by Arne.Schober
DR - Enforce move on EnqueueRenderCommand Lambda
Change 3211431 on 2016/11/28 by Gil.Gribb
Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3211738 on 2016/11/28 by Gil.Gribb
IWYU fixes after merge
Change 3212231 on 2016/11/28 by Richard.Wallis
Fix build errors
Change 3212253 on 2016/11/28 by Richard.Wallis
Remove MacGraphicsSwitching plugin.
#jira UE-37640
Change 3212310 on 2016/11/28 by Rolando.Caloca
DR - vk - Update glslang to 1.0.33.0
Change 3212446 on 2016/11/28 by Guillaume.Abadie
Implements PreviousFrameSwitch material expression
Change 3212594 on 2016/11/28 by Arne.Schober
DR - Fix missing include
Change 3212681 on 2016/11/29 by Rolando.Caloca
DR - vk - Auto flush for compute shader
Change 3213000 on 2016/11/29 by Gil.Gribb
temp fix for PF_MAX
Change 3213161 on 2016/11/29 by Ben.Woodhouse
Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714
Using:
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/...
Changes from UE4-DX12:
*** CL 3183818 ***
Update D3D12 RHI to 4.14:
- Merged changes from Epic up until 10/20/16
- Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win.
I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time.
I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory.
-Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared.
-Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones.
-Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch.
-Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this.
-Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call.
I improved and cleaned up high freqency call stacks like:
- RHISetShaderTexture
- RHISetShaderResourceViewParameter
- RHISetShaderParameter
- RHISetUAVParameter
In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc.
-Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early.
This work involved a couple changes:
1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count
2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed).
-Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call.
-Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12.
-Delay load D3D12.dll and add root signature 1.1 support.
-Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members.
*** CL 3183824 ***
Fix the D3D12 RHI after integrating UE 4.14 updates:
- Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list.
- Fixed a spelling error
- Removed the need for bForceState, we use dirty bits now
*** CL 3183830 ***
- GetDebugFlags RHI extension, needed by XB1 movie player.
- Only query memory info if stats are enabled
- Add support for the engine's new RHISubmitCommandsAndFlushGPU function
- Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter.
*** CL 3183837 ***
Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects.
*** CL 3183931 ***
Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0)
*** CL 3183978 ***
Update UBT Windows build settings:
- Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Delay load D3D12.dll and add root signature 1.1 support.
*** CL 3184132 ***
Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837.
*** Changelist 3211714 ***
Update D3D12 RHI with fixes:
- Check if we can reserve slots in GatherUniqueSamplerTables
- DirtyState more often in StateCache
- Remove InternalSetSamplerState. The alternate function isn't used.
- Allow MRTClear for arrays with holes in them
- Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range
- Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily.
- Resource transitions: go through Common between queues (3D <--> Compute)
- Fix initial state for placed resources.
- Merging epic
Change 3213250 on 2016/11/29 by Chris.Bunner
GBufferHints tooltip fix.
#jira UE-39103
Change 3213345 on 2016/11/29 by Gil.Gribb
more IWYU fallout
Change 3213676 on 2016/11/29 by Rolando.Caloca
DR - Fix incorrect texture getting cleared
Change 3213728 on 2016/11/29 by Rolando.Caloca
DR - Lambda-ize
Change 3214461 on 2016/11/29 by Ben.Woodhouse
Rollout August QFE4 XDK (required for latest DX12 changes on XB1)
Change 3215317 on 2016/11/30 by Daniel.Wright
PS4 compile fix
Change 3216343 on 2016/11/30 by Arne.Schober
DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals.
Change 3216844 on 2016/12/01 by Ben.Woodhouse
Fix for static analysis warnings after discussion with Microsoft
Change 3216916 on 2016/12/01 by Gil.Gribb
Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3217385 on 2016/12/01 by Arne.Schober
DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass
Change 3217464 on 2016/12/01 by Ben.Woodhouse
Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor
#jira UE-39225
Change 3217534 on 2016/12/01 by Arne.Schober
DR - Fix Merge conflict
Change 3217581 on 2016/12/01 by Rolando.Caloca
DR - Fix assert on debug
Change 3217741 on 2016/12/01 by Benjamin.Hyder
Duplicate audio fix.
Change 3217890 on 2016/12/01 by Rolando.Caloca
DR - Fix widget not rendering properly when hidden
#jira UE-39221
Change 3218129 on 2016/12/01 by Arne.Schober
DR - UE-39214 - Lod dither value as accidently cached accross the static draw list.
Change 3218759 on 2016/12/02 by Guillaume.Abadie
Fixes editor compositing bug caused by alpha through post processing change 3209903
#jira UE-39221
[CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
TStaticDepthStencilState <
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
false , CF_Always ,
true , CF_NotEqual , SO_Zero , SO_Zero , SO_Zero ,
false , CF_Always , SO_Zero , SO_Zero , SO_Zero ,
0xff , 0xff
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
> : : GetRHI ( ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
}
else
{
// no depth test or writes, Test stencil for non-zero.
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 . DepthStencilState =
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3186067 on 2016/11/03 by Daniel.Wright
Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved
Change 3186069 on 2016/11/03 by Daniel.Wright
Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high
Change 3186084 on 2016/11/03 by Mark.Satterthwaite
Duplicate 3172511:
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3186089 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3169764:
Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
#jira FORT-27627
Change 3186113 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183807:
Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
#jira FORT-31649
Change 3186116 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183823:
Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.
Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
#jira FORT-31649
Change 3186818 on 2016/11/04 by Chris.Bunner
PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii).
Change 3186979 on 2016/11/04 by Rolando.Caloca
DR - Misc minor cleanup
Change 3187169 on 2016/11/04 by Uriel.Doyon
Incremental insertion of level data between PostLoad and AddToWorld
Change 3187205 on 2016/11/04 by Mark.Satterthwaite
Compile fixes for iOS.
Change 3187389 on 2016/11/04 by Uriel.Doyon
Fix for possible stall when loading hidden level
Change 3187598 on 2016/11/04 by Michael.Trepka
MetalViewport compile fix
Change 3187678 on 2016/11/04 by Uriel.Doyon
Fix for landscape grass textures not being streamed in correctly.
Change 3187731 on 2016/11/04 by Rolando.Caloca
DR - Start making type safe some cross compiler enums
Change 3187824 on 2016/11/04 by Rolando.Caloca
DR - clang compile fix
Change 3187953 on 2016/11/04 by Rolando.Caloca
DR - vk - Mac compile fix
Change 3188696 on 2016/11/07 by Mark.Satterthwaite
Another iOS compile fix for new MetalViewport validation code.
Change 3188906 on 2016/11/07 by Rolando.Caloca
DR - Show permutation of LUTBlender
Change 3189094 on 2016/11/07 by Chris.Bunner
Fix RemoveAAJitter from projection matrix.
#jira UE-37701, UE-38003
Change 3189134 on 2016/11/07 by Daniel.Wright
Fix for CreateRenderTarget2D called in construction script during cooking
Change 3189145 on 2016/11/07 by Chris.Bunner
Follow-up to CL 3186818, export UMaterialExpressionVectorNoise.
Change 3189239 on 2016/11/07 by Daniel.Wright
Added show flag for Contact Shadows, disabled in planar reflections
Change 3189252 on 2016/11/07 by Daniel.Wright
Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading
Change 3189406 on 2016/11/07 by Mark.Satterthwaite
Really fix the last of the iOS compile errors from changes to the MetalViewport code.
Change 3190854 on 2016/11/08 by Ben.Woodhouse
XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash)
#jira UE-34264
#fyi james.golding
#fyi keith.judge
Change 3190962 on 2016/11/08 by Olaf.Piesche
Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues
Change 3191959 on 2016/11/09 by Uriel.Doyon
Removed some static primitives from the dynamic primitive handler for texture streaming.
Change 3193122 on 2016/11/10 by Chris.Bunner
Always update non-preview material resources for use in code preview.
#jira UE-38223
Change 3193190 on 2016/11/10 by Gil.Gribb
UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame.
#jira UE-36379
Change 3193523 on 2016/11/10 by Uriel.Doyon
Fixed incorrect section bounds used for texture streaming.
Change 3193962 on 2016/11/10 by Uriel.Doyon
Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time.
Change 3193974 on 2016/11/10 by Uriel.Doyon
New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU.
Change 3194109 on 2016/11/10 by Uriel.Doyon
Another patch on material bounds used for texture streaming.
Change 3194665 on 2016/11/11 by Chris.Bunner
Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles.
Change 3194734 on 2016/11/11 by Rolando.Caloca
DR - vk - Simplified some texture casting
Change 3194867 on 2016/11/11 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3195176 on 2016/11/11 by Chris.Bunner
Fixed incorrectly updated NVAPI error.
Change 3195425 on 2016/11/11 by Uriel.Doyon
Fixed possible invalid level reference in the texture streamer
Change 3196512 on 2016/11/14 by Gil.Gribb
Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3196750 on 2016/11/14 by Marcus.Wassmer
Fix ordering problem with GPU cache transitions
Change 3196815 on 2016/11/14 by Daniel.Wright
Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS
Change 3196818 on 2016/11/14 by Daniel.Wright
Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory
Change 3196819 on 2016/11/14 by Daniel.Wright
Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes.
Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers
Change 3197243 on 2016/11/14 by Uriel.Doyon
Async Task For Updating static component LastRender time
#jira UE-24268
Change 3197359 on 2016/11/14 by Daniel.Wright
Added Inscattering Texture controls to ExponentialHeightFog
* When InscatteringColorCubemap is specified, directional light inscattering is disabled
* Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance
* Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match)
* Fog shader permutations based on what feature is enabled
Change 3198419 on 2016/11/15 by Chris.Bunner
PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls.
HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions.
Exposed RHICreateTargetableShaderResource3D.
Moved some (translucent) volume rendering helpers to allow access in Slate.
Change 3198822 on 2016/11/15 by Daniel.Wright
Mac compile fix
Change 3199509 on 2016/11/15 by Uriel.Doyon
Added support for viewmode param asset name (and note just param value).
Used to investigate texture streamer behavior.
Change 3199578 on 2016/11/15 by Rolando.Caloca
DR - Add some shader resource tables to SCW when running with -directcompile
Change 3199698 on 2016/11/15 by Rolando.Caloca
DR - vk - Refactor shader & descriptor bindings
Change 3199712 on 2016/11/15 by Rolando.Caloca
DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader
Change 3199717 on 2016/11/15 by Rolando.Caloca
DR - vk - Show hitching PSO info again
Change 3199750 on 2016/11/15 by Rolando.Caloca
DR - SCW clang compile fixes
Change 3200353 on 2016/11/16 by Rolando.Caloca
DR - vk - Mac fix
Change 3200358 on 2016/11/16 by Chris.Bunner
Only allow UI composition on platforms we currently use it.
Change 3200823 on 2016/11/16 by Chris.Bunner
Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing.
#jira UE-38699
Change 3200947 on 2016/11/16 by Mark.Satterthwaite
Fix UE-38695 by not trying to resize the viewport on the wrong thread.
#jira UE-38695
Change 3201069 on 2016/11/16 by Daniel.Wright
Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors
Change 3201346 on 2016/11/16 by Brian.Karis
Temporal AA fix for correct edge gradients.
Filtering now combined with importance sampling.
Enabled Catmull-Rom resolve filter. Results are now slightly sharper.
Fixed antighosting. Will yet require a dilation to be perfect.
Optimized bicubic filtering to 5 taps instead of 9.
Cleaned out unused code.
Change 3201369 on 2016/11/16 by Brian.Karis
Bicubic texture sample
Change 3201522 on 2016/11/16 by Rolando.Caloca
DR - vk - Fix static analysis issues
Change 3201878 on 2016/11/17 by Chris.Bunner
Temporarily disable Nvapi HDR error logging.
#jira UE-38529
Change 3202108 on 2016/11/17 by Simon.Tovey
Assets with easy repro for flickering particles bug
Change 3202181 on 2016/11/17 by Rolando.Caloca
DR - vk - CIS android fix
Change 3202325 on 2016/11/17 by Ben.Woodhouse
Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850)
Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash)
#jira UE-34264
Change 3204394 on 2016/11/18 by Guillaume.Abadie
PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke)
#br Ben.Woodhouse
Change 3204428 on 2016/11/18 by Guillaume.Abadie
Fixes a couple of issues in decals:
* Crash in FDecalDrawingPolicyFactory::DrawMesh()
* ActorPostion material expression
* PixelNormalWS material expression
* Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE
#jira UE-38327, UE-38158, UE-37818, UE-37350
Change 3204429 on 2016/11/18 by Uriel.Doyon
Darker default undefined accuracy.
Reenabled the texture streaming build in the build all.
Change 3204458 on 2016/11/18 by Chris.Bunner
Shader truncation warnings fix.
Change 3204459 on 2016/11/18 by Chris.Bunner
Engine 'Passthrough' material fuction fix. V4 is now actually a V4.
Change 3204460 on 2016/11/18 by Chris.Bunner
Correctly handle some known Nvapi warnings.
#jira UE-38529
Change 3204653 on 2016/11/18 by Marc.Olano
Helper functions for tiled textures
Checking in for Ryan Brucks
Change 3204863 on 2016/11/18 by Arne.Schober
DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation
Change 3204939 on 2016/11/18 by Arne.Schober
DR - Make clang happy
Change 3204968 on 2016/11/18 by Arne.Schober
DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset.
Change 3206293 on 2016/11/21 by Uriel.Doyon
New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields.
Set to true when the streamer can possibly load a mip in the near future.
#jira UE-37787
Change 3206551 on 2016/11/21 by Chris.Bunner
Added material update context when forcing all shaders to recompile.
#jira UE-38481
Change 3206644 on 2016/11/21 by Benjamin.Hyder
Updating Planar Reflection example in TM-Shadermodels.
Change 3206899 on 2016/11/21 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3206900 on 2016/11/21 by Rolando.Caloca
DR - Added missing strings for shader formats
Change 3206983 on 2016/11/21 by Rolando.Caloca
DR - vk - Support for SV_Coverage
Change 3207237 on 2016/11/22 by Simon.Tovey
Exporting particle module base and a couple of child classes as it's commonly requested.
#test compiles
Change 3207241 on 2016/11/22 by Gil.Gribb
Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3207520 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //Fortnite/Main@3206301
Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
#jira FORT-31616
#code_review keith.judge
Change 3207541 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //fortnite/Main@3207422
* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
#jira UE-38609
Change 3207654 on 2016/11/22 by Chris.Bunner
Don't flag 16-bit PNG/JPG textures as sRGB on import.
#jira UE-30279
Change 3208434 on 2016/11/22 by Rolando.Caloca
DR - vk - UAV transitions
Change 3208490 on 2016/11/22 by Chris.Bunner
Break material code sharing when we detect an unresolvable loop.
By default change IsResultMA loop detection to stop on functions as we can determine type definitively.
Unified IsResultMA detection across switch nodes.
Change 3208860 on 2016/11/23 by Rolando.Caloca
DR - vk - Fix some format issues
Change 3209265 on 2016/11/23 by Arne.Schober
DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface,
We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object.
One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType.
And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState.
Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface.
Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now)
Change 3209305 on 2016/11/23 by Guillaume.Abadie
Fix contact shadow's assemption on objects thickness
Change 3209334 on 2016/11/23 by Brian.Karis
Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense.
Change 3209903 on 2016/11/24 by Guillaume.Abadie
Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL
Change 3209973 on 2016/11/24 by Ben.Woodhouse
Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/)
Change 3210023 on 2016/11/24 by Uriel.Doyon
Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate.
#jira UE-37210
Change 3210026 on 2016/11/24 by Ben.Woodhouse
Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing
Change 3210049 on 2016/11/24 by Ben.Woodhouse
Fix mac build
Change 3210071 on 2016/11/24 by Uriel.Doyon
Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled.
#jira UE-37542
Change 3210374 on 2016/11/25 by Ben.Woodhouse
* Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled)
* Move Decal rendertarget manager function implementations out of the header.
#jira UE-38879
Change 3210390 on 2016/11/25 by Uriel.Doyon
Fixed cubemap resourcesize not taking into account mipgen settings
#jira UE-37045
Change 3210407 on 2016/11/25 by Uriel.Doyon
"resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data.
That can be used in combination with -buildlighting.
Change 3210563 on 2016/11/27 by Rolando.Caloca
DR - vk - Integrate cached memory fixes and PF_D24 format fix
#jira UE-39025
PR #2974
Change 3210564 on 2016/11/27 by Rolando.Caloca
DR - Fix for GL linker
PR #2975
#jira UE-39029
Change 3210592 on 2016/11/27 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3210597 on 2016/11/27 by Rolando.Caloca
DR - vk - Prep for staging UB copies to GPU memory
Change 3210600 on 2016/11/27 by Rolando.Caloca
DR - vk - Extract generic range code
Change 3210613 on 2016/11/27 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitOnDispatch
Change 3211054 on 2016/11/28 by Rolando.Caloca
DR - vk - Missing reference
Change 3211330 on 2016/11/28 by Chris.Bunner
Shader compile error for max texture coordinate count on skinned meshes.
Change 3211384 on 2016/11/28 by Arne.Schober
DR - Enforce move on EnqueueRenderCommand Lambda
Change 3211431 on 2016/11/28 by Gil.Gribb
Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3211738 on 2016/11/28 by Gil.Gribb
IWYU fixes after merge
Change 3212231 on 2016/11/28 by Richard.Wallis
Fix build errors
Change 3212253 on 2016/11/28 by Richard.Wallis
Remove MacGraphicsSwitching plugin.
#jira UE-37640
Change 3212310 on 2016/11/28 by Rolando.Caloca
DR - vk - Update glslang to 1.0.33.0
Change 3212446 on 2016/11/28 by Guillaume.Abadie
Implements PreviousFrameSwitch material expression
Change 3212594 on 2016/11/28 by Arne.Schober
DR - Fix missing include
Change 3212681 on 2016/11/29 by Rolando.Caloca
DR - vk - Auto flush for compute shader
Change 3213000 on 2016/11/29 by Gil.Gribb
temp fix for PF_MAX
Change 3213161 on 2016/11/29 by Ben.Woodhouse
Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714
Using:
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/...
Changes from UE4-DX12:
*** CL 3183818 ***
Update D3D12 RHI to 4.14:
- Merged changes from Epic up until 10/20/16
- Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win.
I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time.
I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory.
-Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared.
-Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones.
-Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch.
-Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this.
-Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call.
I improved and cleaned up high freqency call stacks like:
- RHISetShaderTexture
- RHISetShaderResourceViewParameter
- RHISetShaderParameter
- RHISetUAVParameter
In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc.
-Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early.
This work involved a couple changes:
1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count
2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed).
-Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call.
-Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12.
-Delay load D3D12.dll and add root signature 1.1 support.
-Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members.
*** CL 3183824 ***
Fix the D3D12 RHI after integrating UE 4.14 updates:
- Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list.
- Fixed a spelling error
- Removed the need for bForceState, we use dirty bits now
*** CL 3183830 ***
- GetDebugFlags RHI extension, needed by XB1 movie player.
- Only query memory info if stats are enabled
- Add support for the engine's new RHISubmitCommandsAndFlushGPU function
- Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter.
*** CL 3183837 ***
Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects.
*** CL 3183931 ***
Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0)
*** CL 3183978 ***
Update UBT Windows build settings:
- Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Delay load D3D12.dll and add root signature 1.1 support.
*** CL 3184132 ***
Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837.
*** Changelist 3211714 ***
Update D3D12 RHI with fixes:
- Check if we can reserve slots in GatherUniqueSamplerTables
- DirtyState more often in StateCache
- Remove InternalSetSamplerState. The alternate function isn't used.
- Allow MRTClear for arrays with holes in them
- Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range
- Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily.
- Resource transitions: go through Common between queues (3D <--> Compute)
- Fix initial state for placed resources.
- Merging epic
Change 3213250 on 2016/11/29 by Chris.Bunner
GBufferHints tooltip fix.
#jira UE-39103
Change 3213345 on 2016/11/29 by Gil.Gribb
more IWYU fallout
Change 3213676 on 2016/11/29 by Rolando.Caloca
DR - Fix incorrect texture getting cleared
Change 3213728 on 2016/11/29 by Rolando.Caloca
DR - Lambda-ize
Change 3214461 on 2016/11/29 by Ben.Woodhouse
Rollout August QFE4 XDK (required for latest DX12 changes on XB1)
Change 3215317 on 2016/11/30 by Daniel.Wright
PS4 compile fix
Change 3216343 on 2016/11/30 by Arne.Schober
DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals.
Change 3216844 on 2016/12/01 by Ben.Woodhouse
Fix for static analysis warnings after discussion with Microsoft
Change 3216916 on 2016/12/01 by Gil.Gribb
Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3217385 on 2016/12/01 by Arne.Schober
DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass
Change 3217464 on 2016/12/01 by Ben.Woodhouse
Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor
#jira UE-39225
Change 3217534 on 2016/12/01 by Arne.Schober
DR - Fix Merge conflict
Change 3217581 on 2016/12/01 by Rolando.Caloca
DR - Fix assert on debug
Change 3217741 on 2016/12/01 by Benjamin.Hyder
Duplicate audio fix.
Change 3217890 on 2016/12/01 by Rolando.Caloca
DR - Fix widget not rendering properly when hidden
#jira UE-39221
Change 3218129 on 2016/12/01 by Arne.Schober
DR - UE-39214 - Lod dither value as accidently cached accross the static draw list.
Change 3218759 on 2016/12/02 by Guillaume.Abadie
Fixes editor compositing bug caused by alpha through post processing change 3209903
#jira UE-39221
[CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
TStaticDepthStencilState <
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
false , CF_Always ,
true , CF_NotEqual , SO_Keep , SO_Keep , SO_Keep ,
false , CF_Always , SO_Keep , SO_Keep , SO_Keep ,
0xff , 0xff
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
> : : GetRHI ( ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
}
2014-05-30 07:58:05 -04:00
}
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
SetBlendStateForProjection ( GraphicsPSOInit , bProjectingForForwardShading , bMobileModulatedProjections ) ;
GraphicsPSOInit . PrimitiveType = IsWholeSceneDirectionalShadow ( ) ? PT_TriangleStrip : PT_TriangleList ;
2015-06-25 08:36:35 -04:00
2014-03-14 14:13:41 -04:00
{
uint32 LocalQuality = GetShadowQuality ( ) ;
if ( LocalQuality > 1 )
{
2015-01-23 17:48:57 -05:00
if ( IsWholeSceneDirectionalShadow ( ) & & CascadeSettings . ShadowSplitIndex > 0 )
2014-03-14 14:13:41 -04:00
{
// adjust kernel size so that the penumbra size of distant splits will better match up with the closer ones
2015-01-23 17:48:57 -05:00
const float SizeScale = CascadeSettings . ShadowSplitIndex / FMath : : Max ( 0.001f , CVarCSMSplitPenumbraScale . GetValueOnRenderThread ( ) ) ;
2014-03-14 14:13:41 -04:00
}
else if ( LocalQuality > 2 & & ! bWholeSceneShadow )
{
2014-06-17 11:39:57 -04:00
static auto CVarPreShadowResolutionFactor = IConsoleManager : : Get ( ) . FindTConsoleVariableDataFloat ( TEXT ( " r.Shadow.PreShadowResolutionFactor " ) ) ;
2014-05-06 06:26:25 -04:00
const int32 TargetResolution = bPreShadow ? FMath : : TruncToInt ( 512 * CVarPreShadowResolutionFactor - > GetValueOnRenderThread ( ) ) : 512 ;
2014-03-14 14:13:41 -04:00
int32 Reduce = 0 ;
{
int32 Res = ResolutionX ;
while ( Res < TargetResolution )
{
Res * = 2 ;
+ + Reduce ;
}
}
// Never drop to quality 1 due to low resolution, aliasing is too bad
LocalQuality = FMath : : Clamp ( ( int32 ) LocalQuality - Reduce , 3 , 5 ) ;
}
}
switch ( LocalQuality )
{
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
case 1 : SetShadowProjectionShaderTemplNew < 1 > ( RHICmdList , GraphicsPSOInit , ViewIndex , * View , this , bMobileModulatedProjections ) ; break ;
case 2 : SetShadowProjectionShaderTemplNew < 2 > ( RHICmdList , GraphicsPSOInit , ViewIndex , * View , this , bMobileModulatedProjections ) ; break ;
case 3 : SetShadowProjectionShaderTemplNew < 3 > ( RHICmdList , GraphicsPSOInit , ViewIndex , * View , this , bMobileModulatedProjections ) ; break ;
case 4 : SetShadowProjectionShaderTemplNew < 4 > ( RHICmdList , GraphicsPSOInit , ViewIndex , * View , this , bMobileModulatedProjections ) ; break ;
case 5 : SetShadowProjectionShaderTemplNew < 5 > ( RHICmdList , GraphicsPSOInit , ViewIndex , * View , this , bMobileModulatedProjections ) ; break ;
2014-03-14 14:13:41 -04:00
default :
check ( 0 ) ;
}
}
if ( IsWholeSceneDirectionalShadow ( ) )
{
// Render a full screen quad.
FVector4 Verts [ 4 ] =
{
FVector4 ( - 1.0f , 1.0f , 0.0f ) ,
FVector4 ( 1.0f , 1.0f , 0.0f ) ,
FVector4 ( - 1.0f , - 1.0f , 0.0f ) ,
FVector4 ( 1.0f , - 1.0f , 0.0f ) ,
} ;
2014-06-12 07:13:34 -04:00
DrawPrimitiveUP ( RHICmdList , PT_TriangleStrip , 2 , Verts , sizeof ( FVector4 ) ) ;
2014-03-14 14:13:41 -04:00
}
else
{
// Draw the frustum using the projection shader..
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
DrawIndexedPrimitiveUP ( RHICmdList , PT_TriangleList , 0 , 8 , 12 , GCubeIndices , sizeof ( uint16 ) , FrustumVertices . GetData ( ) , sizeof ( FVector4 ) ) ;
2014-03-14 14:13:41 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
if ( bDepthBoundsTestEnabled )
2014-05-30 07:58:05 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3232283 on 2016/12/13 by Ben.Woodhouse
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3232641 on 2016/12/13 by Mark.Satterthwaite
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
Change 3232661 on 2016/12/13 by Mark.Satterthwaite
Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later.
Change 3232759 on 2016/12/13 by Ben.Woodhouse
Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN
https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html
Change 3232803 on 2016/12/13 by Ben.Marsh
Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well.
Change 3232836 on 2016/12/13 by Ben.Marsh
Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs.
Change 3232974 on 2016/12/13 by Rolando.Caloca
DR - Refactor common code to UWorld::RecreateScene
#jira UE-36719
PR #2824
Change 3232976 on 2016/12/13 by Ben.Marsh
Add missing dependency on tools node for Mac cooks. Need to compile SCW first.
Change 3233289 on 2016/12/13 by Olaf.Piesche
Fixing potentially broken spot/point light fade with old content; initialize new properties properly
Change 3233811 on 2016/12/13 by Mark.Satterthwaite
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
Change 3233854 on 2016/12/13 by Mark.Satterthwaite
More information about texture type validation errors in Metal.
Change 3234650 on 2016/12/14 by Rolando.Caloca
DR - vk - Fix bad aspect on depth cubemaps
Change 3234651 on 2016/12/14 by Rolando.Caloca
DR - vk - Fix for 32 bit crash on dump layer
Change 3234813 on 2016/12/14 by Guillaume.Abadie
Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3235047 on 2016/12/14 by Uriel.Doyon
Refactored HLOD texture streaming strategy to separate forced load from visibility.
Added an incremental update in the last stage of the texture streaming update load to clear any pending work.
Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything.
Change 3235317 on 2016/12/14 by Uriel.Doyon
Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo.
Change 3235431 on 2016/12/14 by Rolando.Caloca
DR - Fix for Vulkan drawing black
Change 3236788 on 2016/12/15 by Mark.Satterthwaite
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
Change 3236850 on 2016/12/15 by Mark.Satterthwaite
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3237002 on 2016/12/15 by Benjamin.Hyder
submitting updated TM-Shadermodels map
Change 3237312 on 2016/12/15 by Rolando.Caloca
DR - Change more macros to lambdas
Change 3237394 on 2016/12/15 by Mark.Satterthwaite
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3237490 on 2016/12/15 by Daniel.Wright
Fixed ULandscapeComponent::GetUsedMaterials
Change 3237597 on 2016/12/15 by Ben.Woodhouse
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
Change 3237654 on 2016/12/15 by Daniel.Wright
Non-editor compile fix
Change 3238229 on 2016/12/16 by Rolando.Caloca
DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it
Change 3238236 on 2016/12/16 by Rolando.Caloca
DR - Compile fixes
Change 3238280 on 2016/12/16 by Marc.Olano
Small optimization to Lanczos-3 upsample shader code.
Change 3238321 on 2016/12/16 by Rolando.Caloca
DR - Compile fix
Change 3238331 on 2016/12/16 by Rolando.Caloca
DR - compile fix
Change 3238495 on 2016/12/16 by Marc.Olano
Replace TEA random number generator with PCG.
Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled.
Change 3238496 on 2016/12/16 by Marc.Olano
Tone mapping fix for OR-31752, cherry picked from Orion 3208273
Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance.
Change 3238520 on 2016/12/16 by Rolando.Caloca
DR - CIS Fix
Change 3238571 on 2016/12/16 by Rolando.Caloca
DR - CIS fix
Change 3238605 on 2016/12/16 by Daniel.Wright
Sharing IndirectLightingCacheTextureSampler samplers
Change 3238626 on 2016/12/16 by Daniel.Wright
Ray Traced Distance Field Shadow optimizations
* Tighter light space tile culling
* Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance
* Depth bounds test on upsample
* Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality
* RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes
Change 3238652 on 2016/12/16 by Rolando.Caloca
DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead
Change 3238855 on 2016/12/16 by Rolando.Caloca
DR - Added FRHITexture2D GetSizeXY
Change 3238881 on 2016/12/16 by Rolando.Caloca
DR - CIS fix
Change 3239008 on 2016/12/16 by Arne.Schober
DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands
Change 3239012 on 2016/12/16 by Arne.Schober
DR - missing file
Change 3239255 on 2016/12/17 by Rolando.Caloca
DR - Remove shader clears from D3D11
Change 3239690 on 2016/12/19 by Rolando.Caloca
DR - vk - Misc fixes from 1.0.37.00 SDK warnings
Change 3239964 on 2016/12/19 by Rolando.Caloca
DR - Fix click on editor not showing selected
Change 3239995 on 2016/12/19 by Rolando.Caloca
DR - Enable dist field on GL4 & Vulkan SM5
Change 3240162 on 2016/12/19 by Daniel.Wright
Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code
Change 3240163 on 2016/12/19 by Daniel.Wright
Distance field self shadowing controls for hiding world position offset self-shadow artifacts
* Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows
* Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground
Change 3240271 on 2016/12/19 by Daniel.Wright
Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers.
Change 3240282 on 2016/12/19 by Rolando.Caloca
DR - Proper fix for hit proxies clear
- Added missing stencil ref to DrawClearQuad
Change 3240316 on 2016/12/19 by Rolando.Caloca
DR - vk - Fixed some new 1.0.37.0 warnings
Change 3240354 on 2016/12/19 by Rolando.Caloca
DR - Dev shaders on sm4/5
Change 3240759 on 2016/12/20 by Rolando.Caloca
DR - Fix bad crc on GL element declarations
Change 3240895 on 2016/12/20 by Rolando.Caloca
DR - vk - Swapchain fixes
Change 3241057 on 2016/12/20 by Rolando.Caloca
DR - vk - Fix resize on desktop
Change 3241112 on 2016/12/20 by Rolando.Caloca
DR - vk - Fix 1.0.37.0 warnings
- Ignore some warnings we know we can't fix
Change 3241310 on 2016/12/20 by Rolando.Caloca
DR - vk - Fix crash
Change 3241417 on 2016/12/20 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
Change 3241990 on 2016/12/21 by Daniel.Wright
Converted DistanceFieldVolume data to BulkData
* FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s
Change 3242005 on 2016/12/21 by Daniel.Wright
Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity
Change 3242295 on 2016/12/21 by Bob.Tellez
Duplicating CL#3242294 from //Fortnite/Main
#UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled
Change 3242487 on 2016/12/21 by Marcus.Wassmer
Fix typo
Change 3243091 on 2016/12/22 by Daniel.Wright
Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS
Change 3243161 on 2016/12/22 by Uriel.Doyon
New async tasks for the streaming update. Optimizing the biggest frame cost.
Change 3243179 on 2016/12/22 by Uriel.Doyon
Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask
Change 3243236 on 2016/12/22 by Daniel.Wright
Fixed DFAO bilateral upsample
* Depth buffer was being unbound due to lack of DepthRead_StencilNop
Change 3243452 on 2016/12/23 by Ben.Woodhouse
Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners
#jira UE-35247
Change 3243512 on 2016/12/23 by Uriel.Doyon
Improved task system for texture streaming.
Change 3243742 on 2016/12/26 by Rolando.Caloca
DR - vk - Fix UAV clears
- Removed old validation layer
- Print found device layers
Change 3243745 on 2016/12/27 by Rolando.Caloca
DR - vk - Fix for texture cube arrays
- Warning for ClearUAVs
Change 3243762 on 2016/12/27 by Rolando.Caloca
DR - vk - Always use pipeline cache
Change 3244450 on 2016/12/31 by Rolando.Caloca
DR - vk - Pre reqs for separate transfer queue
Change 3244453 on 2016/12/31 by Rolando.Caloca
DR - vk - Win32 compile fix
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3244757 on 2017/01/03 by Marcus.Wassmer
Niagara is still experimental in non-task branches.
Change 3245059 on 2017/01/03 by Benjamin.Hyder
Submitting TM-TrigNodes map
Change 3245500 on 2017/01/03 by Olaf.Piesche
Compile fix #1 for post-merge problems
Change 3245572 on 2017/01/03 by Olaf.Piesche
(Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool.
Change 3245683 on 2017/01/03 by Marcus.Wassmer
Fix some niagara warnings
Change 3245732 on 2017/01/03 by Marcus.Wassmer
Fix Niagara compile on clang platforms.
Fix a few warnings / static analysis things as well.
Change 3246403 on 2017/01/04 by Rolando.Caloca
DR - vk - Fix bogus warning
Change 3246432 on 2017/01/04 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3246538 on 2017/01/04 by Rolando.Caloca
DR - vk - Show hitch time for compute psos
Change 3246580 on 2017/01/04 by Rolando.Caloca
DR - vk - compile fix
Change 3246610 on 2017/01/04 by Rolando.Caloca
DR - Compute PSO pre reqs
Change 3246707 on 2017/01/04 by Marcus.Wassmer
Add missing integer operations to UnrealMathDirectX.h
Change 3246786 on 2017/01/04 by Marcus.Wassmer
Avoid public dependency build errors. Should probably just remove the DDCUtils module instead
Change 3246828 on 2017/01/04 by Olaf.Piesche
UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view.
Change 3247026 on 2017/01/04 by Rolando.Caloca
DR - Remove CrossCompilerTool as it's not required anymore
Change 3247086 on 2017/01/04 by Marcus.Wassmer
Remove includes for Core.h monolithic header
Change 3247227 on 2017/01/04 by Marcus.Wassmer
Fix typo and compile errors.
Change 3247228 on 2017/01/04 by Marcus.Wassmer
Use crossplatform intrinsics
Change 3247229 on 2017/01/04 by Marcus.Wassmer
Implement missing integer NEON operations.
Change NEON vectorint to match name and sign from other platforms
Change 3247245 on 2017/01/04 by Marcus.Wassmer
Fixing various warnings/errors from clang platforms (Mac/Linux)
Change 3247331 on 2017/01/04 by Marcus.Wassmer
More Mac/clang fixes
Change 3247958 on 2017/01/05 by Marcus.Wassmer
VectorInt < - > Float ops should be conversions not reinterpret cast
Change 3247959 on 2017/01/05 by Marcus.Wassmer
Add missing ops to non-vector header
Change 3247964 on 2017/01/05 by Rolando.Caloca
DR - Temp fix for crash
#jira UE-40211
Change 3248067 on 2017/01/05 by Rolando.Caloca
DR - Static analysis fixes
#jira UE-40167
Change 3248284 on 2017/01/05 by Rolando.Caloca
DR - Linuix Compile fix
#jira UE-40260
Change 3248288 on 2017/01/05 by Rolando.Caloca
DR - Linux compile fix
#jira UE-40264
Change 3248399 on 2017/01/05 by Brian.Karis
Filtered importance sampling for envmap prefiltering.
Fixed SSR on clearcoat with skylight only.
Change 3248503 on 2017/01/05 by Rolando.Caloca
DR - Linux fixes
#jira UE-40264
Change 3248666 on 2017/01/05 by Brian.Karis
Fix GL compile error
Change 3248740 on 2017/01/05 by Marcus.Wassmer
Fix linux and clang errors/warnings
Change 3248851 on 2017/01/05 by Marcus.Wassmer
Simplest fix for ES2 compile errors
Change 3249217 on 2017/01/06 by Simon.Tovey
Speculative fix for static analysis warning
Change 3249296 on 2017/01/06 by Ben.Woodhouse
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3249300 on 2017/01/06 by Ben.Woodhouse
Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296
Change 3249387 on 2017/01/06 by Rolando.Caloca
DR - Fix GL clear issues
#jira UE-40254
Change 3249435 on 2017/01/06 by Ben.Woodhouse
Duplicated from UT CL 3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
Change 3249721 on 2017/01/06 by Marcus.Wassmer
Remove final references to non-existent Niagara data
Change 3249742 on 2017/01/06 by Marcus.Wassmer
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
[CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
DisableDepthBoundsTest ( RHICmdList ) ;
2014-05-30 07:58:05 -04:00
}
2015-03-27 06:30:36 -04:00
else
{
// Clear the stencil buffer to 0.
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
if ( ! GStencilOptimization )
{
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
DrawClearQuad ( RHICmdList , GMaxRHIFeatureLevel , false , FLinearColor : : Transparent , false , 0 , true , 1 ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
}
2015-03-27 06:30:36 -04:00
}
2014-03-14 14:13:41 -04:00
}
template < uint32 Quality >
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
static void SetPointLightShaderTempl ( FRHICommandList & RHICmdList , FGraphicsPipelineStateInitializer & GraphicsPSOInit , int32 ViewIndex , const FViewInfo & View , const FProjectedShadowInfo * ShadowInfo )
2014-03-14 14:13:41 -04:00
{
2014-08-28 06:22:54 -04:00
TShaderMapRef < FShadowProjectionVS > VertexShader ( View . ShaderMap ) ;
TShaderMapRef < TOnePassPointShadowProjectionPS < Quality > > PixelShader ( View . ShaderMap ) ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
GraphicsPSOInit . BoundShaderState . VertexDeclarationRHI = GetVertexDeclarationFVector4 ( ) ;
GraphicsPSOInit . BoundShaderState . VertexShaderRHI = GETSAFERHISHADER_VERTEX ( * VertexShader ) ;
GraphicsPSOInit . BoundShaderState . PixelShaderRHI = GETSAFERHISHADER_PIXEL ( * PixelShader ) ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
SetGraphicsPipelineState ( RHICmdList , GraphicsPSOInit ) ;
2014-06-05 16:38:54 -04:00
VertexShader - > SetParameters ( RHICmdList , View , ShadowInfo ) ;
PixelShader - > SetParameters ( RHICmdList , ViewIndex , View , ShadowInfo ) ;
2014-03-14 14:13:41 -04:00
}
/** Render one pass point light shadow projections. */
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
void FProjectedShadowInfo : : RenderOnePassPointLightProjection ( FRHICommandListImmediate & RHICmdList , int32 ViewIndex , const FViewInfo & View , bool bProjectingForForwardShading ) const
2014-03-14 14:13:41 -04:00
{
SCOPE_CYCLE_COUNTER ( STAT_RenderWholeSceneShadowProjectionsTime ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
checkSlow ( bOnePassPointLightShadow ) ;
2014-03-14 14:13:41 -04:00
const FSphere LightBounds = LightSceneInfo - > Proxy - > GetBoundingSphere ( ) ;
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 ) ;
SetBlendStateForProjection ( GraphicsPSOInit , bProjectingForForwardShading , false ) ;
GraphicsPSOInit . PrimitiveType = PT_TriangleList ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
const bool bCameraInsideLightGeometry = ( ( FVector ) View . ViewMatrices . GetViewOrigin ( ) - LightBounds . Center ) . SizeSquared ( ) < FMath : : Square ( LightBounds . W * 1.05f + View . NearClippingDistance * 2.0f ) ;
2014-03-14 14:13:41 -04:00
if ( bCameraInsideLightGeometry )
{
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 . DepthStencilState = TStaticDepthStencilState < false , CF_Always > : : GetRHI ( ) ;
2014-03-14 14:13:41 -04:00
// Render backfaces with depth tests disabled since the camera is inside (or close to inside) the light geometry
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 . RasterizerState = View . bReverseCulling ? TStaticRasterizerState < FM_Solid , CM_CW > : : GetRHI ( ) : TStaticRasterizerState < FM_Solid , CM_CCW > : : GetRHI ( ) ;
2014-03-14 14:13:41 -04:00
}
else
{
// Render frontfaces with depth tests on to get the speedup from HiZ since the camera is outside the light geometry
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 . DepthStencilState = TStaticDepthStencilState < false , CF_DepthNearOrEqual > : : GetRHI ( ) ;
GraphicsPSOInit . RasterizerState = View . bReverseCulling ? TStaticRasterizerState < FM_Solid , CM_CCW > : : GetRHI ( ) : TStaticRasterizerState < FM_Solid , CM_CW > : : GetRHI ( ) ;
}
2014-03-14 14:13:41 -04:00
{
uint32 LocalQuality = GetShadowQuality ( ) ;
if ( LocalQuality > 1 )
{
// adjust kernel size so that the penumbra size of distant splits will better match up with the closer ones
//const float SizeScale = ShadowInfo->ResolutionX;
int32 Reduce = 0 ;
{
int32 Res = ResolutionX ;
while ( Res < 512 )
{
Res * = 2 ;
+ + Reduce ;
}
}
}
switch ( LocalQuality )
{
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
case 1 : SetPointLightShaderTempl < 1 > ( RHICmdList , GraphicsPSOInit , ViewIndex , View , this ) ; break ;
case 2 : SetPointLightShaderTempl < 2 > ( RHICmdList , GraphicsPSOInit , ViewIndex , View , this ) ; break ;
case 3 : SetPointLightShaderTempl < 3 > ( RHICmdList , GraphicsPSOInit , ViewIndex , View , this ) ; break ;
case 4 : SetPointLightShaderTempl < 4 > ( RHICmdList , GraphicsPSOInit , ViewIndex , View , this ) ; break ;
case 5 : SetPointLightShaderTempl < 5 > ( RHICmdList , GraphicsPSOInit , ViewIndex , View , this ) ; break ;
2014-03-14 14:13:41 -04:00
default :
check ( 0 ) ;
}
}
// Project the point light shadow with some approximately bounding geometry,
// So we can get speedups from depth testing and not processing pixels outside of the light's influence.
2014-06-12 07:13:34 -04:00
StencilingGeometry : : DrawSphere ( RHICmdList ) ;
2014-03-14 14:13:41 -04:00
}
void FProjectedShadowInfo : : RenderFrustumWireframe ( FPrimitiveDrawInterface * PDI ) const
{
// Find the ID of an arbitrary subject primitive to use to color the shadow frustum.
int32 SubjectPrimitiveId = 0 ;
2015-09-22 13:51:08 -04:00
if ( DynamicSubjectPrimitives . Num ( ) )
2014-03-14 14:13:41 -04:00
{
2015-09-22 13:51:08 -04:00
SubjectPrimitiveId = DynamicSubjectPrimitives [ 0 ] - > GetIndex ( ) ;
2014-03-14 14:13:41 -04:00
}
2014-08-13 15:29:41 -04:00
const FMatrix InvShadowTransform = ( bWholeSceneShadow | | bPreShadow ) ? SubjectAndReceiverMatrix . InverseFast ( ) : InvReceiverMatrix ;
2014-03-14 14:13:41 -04:00
FColor Color ;
if ( IsWholeSceneDirectionalShadow ( ) )
{
Color = FColor : : White ;
2015-01-23 17:48:57 -05:00
switch ( CascadeSettings . ShadowSplitIndex )
2014-03-14 14:13:41 -04:00
{
case 0 : Color = FColor : : Red ; break ;
case 1 : Color = FColor : : Yellow ; break ;
case 2 : Color = FColor : : Green ; break ;
case 3 : Color = FColor : : Blue ; break ;
}
}
else
{
More Gamma Correction - Didn't catch this on the previous pass, apparently there was an implicit constructor allowing FLinearColor to FColor that was doing pow(2.2) gamma conversion inversion. Rather than leave the implicit constructor, I'm making it private and making people use ToFColor(true). Which is slightly more expensive, but performs the proper sRGB conversion. While fixing this, I found several terrible uses of the implicit constructor, when Hashing FLinearColors we were converting them to FColors first, when clearing FCanvas we were manually gamma correcting but leaving it as an FLinearColor, then implicitly converting to FColor, double gamma corrrecting. Neither of which should even be required as the RHI Clear command expects an FLinearColor. Additionally fixing a myriad of Slate widgets that were all doing FColor conversions needlessly only to convert back to FLinearColor when queuing slate draw commands.
#codereview nick.penwarden, martin.mittring, andrew.brown, gareth.martin
[CL 2593605 by Nick Darnell in Main branch]
2015-06-19 11:17:11 -04:00
Color = FLinearColor : : FGetHSV ( ( ( SubjectPrimitiveId + LightSceneInfo - > Id ) * 31 ) & 255 , 0 , 255 ) . ToFColor ( true ) ;
2014-03-14 14:13:41 -04:00
}
// Render the wireframe for the frustum derived from ReceiverMatrix.
DrawFrustumWireframe (
PDI ,
InvShadowTransform * FTranslationMatrix ( - PreShadowTranslation ) ,
Color ,
SDPG_World
) ;
}
Copying //UE4/Release-Staging-4.12 to //UE4/Main (Source: //UE4/Release-4.12 @ 2992821)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2992821 on 2016/05/27 by Max.Chen
Subway Sequencer: Add "Assets" and "Character" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992761 on 2016/05/27 by Max.Chen
Add assets from "Directories to Always Cook".
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992371 on 2016/05/26 by Dmitry.Rekman
Fix GUBP Tools node (UE-31378).
#jira UE-31378
#lockdown Josh.Adams
Change 2992279 on 2016/05/26 by Dmitry.Rekman
One more fix for UAT compilation failure (UE-31312).
- Make EnvVarsToXML target framework v4.5.
#lockdown Josh.Adams
#jira UE-31312
Change 2992060 on 2016/05/26 by Josh.Adams
- Reset PVRTC compression quality to default, so cooks don't take forever for IOS. We shipped with PVRTC Quality 4 for the App Store version. This is set in the Cooker Settings in the Project Settings window.
#lockdown cristina.riveron
#jira UE-31373
Change 2992009 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- System.Xml was spelled as System.XML.
#jira UE-31312
#lockdown Josh.Adams
Change 2991784 on 2016/05/26 by Martin.Wilson
Fix for RecalcRequiredBones crashing when there is no lod data
#jira UE-30028
#lockdown cristina.riveron
Change 2991744 on 2016/05/26 by Dmitry.Rekman
Fix Linux code project generation (UE-31322).
- Also fixes UE-31318 (not reopening when creating BP project).
- Apparently, we cannot reset all signals to default, this makes posix_spawn() fail after fork (child exits with 127).
- Added logging of child's return code.
#lockdown Josh.Adams
#jira UE-31322
#jira UE-31318
Change 2991448 on 2016/05/26 by Nick.Darnell
Disabling the logging in the git module that was added from the previous commit.
#jira UE-30781
#lockdown cristina.riveron
Change 2991352 on 2016/05/26 by Max.Chen
Subway Sequencer: Add "Sequencer" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2991121 on 2016/05/26 by Ben.Marsh
Fix ShooterGame warnings on XboxOne.
#lockdown cristina.riveron
Change 2991097 on 2016/05/26 by Nick.Darnell
PR #2386: Git Plugin: fix initialization of a new repository broken by new "migrate" support 4.12 (Contributed by SRombauts)
#jira UE-30781
#lockdown cristina.riveron
Change 2991095 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- Excludes UAT modules unsupported on the platform (e.g. TVOS).
#jira UE-31312
#lockdown Josh.Adams
Change 2990806 on 2016/05/25 by Michael.Gay
Last minute adjustments to SubwaySequencer shots.
Fixed Fade track on master and moved Event tracks to shots.
#jira UE-30804
#lockdown Cristina.Riveron
Change 2990739 on 2016/05/25 by Dan.Oconnor
Fix for transaction buffer failing to restore preview widget trees, these are regenerated post undo/redo and should not be tagged as transactional
#jira UE-31155
#lockdown cristina.riveron
Change 2990657 on 2016/05/25 by Dmitry.Rekman
Fix crash in mono when invoked by the engine (UE-31312).
- Reset signal mask on spawning a subprocess. We mask out all signals except explicitly handled, which does not play well with mono.
- See also https://answers.unrealengine.com/questions/420161/mono-process-crash.html
#jira UE-31312
#lockdown Josh.Adams
Change 2990564 on 2016/05/25 by Marc.Audy
Undo 4.12 change to DetachFromParent when AttachTo is called with a null parent.
#jira UE-00000
#lockdown Cristina.Riveron
Change 2990429 on 2016/05/25 by Max.Chen
Movie Capture: Fix initialization order warning. Follow up to CL #2990314
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990338 on 2016/05/25 by Zabir.Hoque
TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.
#jira UE-28838
#lockdown cristina.riveron
Change 2990314 on 2016/05/25 by Max.Chen
Movie Capture: Flush the viewport when grabbing frames. This fixes more frame accuracy issues.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990249 on 2016/05/25 by Max.Chen
Sequencer: Fix tick prerequisites getting removed on stop and not re-set on play. This fixes frame accuracies when rendering in a separate process.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990243 on 2016/05/25 by Lukasz.Furman
Fixed behavior tree observers not being applied correctly
#jira UE-31307
#lockdown Cristina.Riveron
Change 2990206 on 2016/05/25 by Daniel.Lamb
Make sure min number of threads in the large thread pool is at least 2.
#jira UE-31253
#lockdown Cristina.Riveron
Change 2990182 on 2016/05/25 by Max.Chen
Sequencer: Fix null ptr crash on trying to record from current player. This is a regression from the off by one frame fixes.
#jira UE-31304
#lockdown Nick.Penwarden
Change 2990124 on 2016/05/25 by Chris.Bunner
Avoid creating additional inline code fragment casting matching uniform types.
#lockdown cristina.riveron
#jira UE-29089
Change 2989978 on 2016/05/25 by Uriel.Doyon
Merged fix for issue with resolution scale in PostProcessVisualizeComplexity
#jira UE-29473
#lockdown cristina.riveron
Change 2989970 on 2016/05/25 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-31293 Added TestMaps Folder and moved all Non-Relevant Maps into it.
Change 2989911 on 2016/05/25 by Chris.Babcock
Remove warning about Android debugging since CodeWorks for Android Nsight supports VS2015
#jira UE-31292
#ue4
#android
#lockdown cristina.riveron
Change 2989898 on 2016/05/25 by Robert.Manuszewski
Splitting inline shader registration from serialization. Serialization can happen on the async loading thread but registration should only happen on the game thread. Removed a lot of critical section locks.
Reimplementing CL #2952596
#jira UE-29245
#lockdown Nick.Penwarden
Change 2989849 on 2016/05/25 by Max.Preussner
Sequencer: Fixed Crash when playing UMG sequence with audio tracks (UE-31289)
#jira UE-31289
#lockdown nick.penwarden
Change 2989793 on 2016/05/25 by Max.Chen
Sequencer: Change automated capture so it captures in response to a sequence update to fix off by one frames.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989792 on 2016/05/25 by Max.Chen
Sequencer: Put back setting MaxFPS when forcing fixed frame interval playback to fix motion blur in editor.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989774 on 2016/05/25 by Mike.Beach
Mirroring CL 2946932
Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue).
#lockdown cristina.riveron
#jira UE-26998
Change 2989765 on 2016/05/25 by Olaf.Piesche
Moivng CL 2967970 from Dev-Rendering - fix for
#jira UE-27297
#lockdown nick.penwarden
Change 2989481 on 2016/05/25 by Marc.Audy
Properly route AttachToComponent to SetupAttachment if called from the constructor
#jira UE-31055
#lockdown Cristina.Riveron
Change 2989369 on 2016/05/25 by Robert.Manuszewski
Don't create asset import data for archetype TileMap. Propagate component flags to TileMap if the component is an archetype.
#jira UE-31033
#lockdown Nick.Penwarden
Change 2988975 on 2016/05/24 by Max.Preussner
Sequencer: Fixed Cinematic Camera look at tool crashes on auto save (UE-31195)
#jira UE-31195
#lockdown nick.penwarden
Change 2988834 on 2016/05/24 by Max.Chen
Movie Capture: Crash fix - Protect against null encoding filter.
#jira UE-31233
#lockdown Nick.Penwarden
Change 2988764 on 2016/05/24 by Peter.Sauerbrei
fix for exception when deploying to tvOS from PC
#jira UE-30318
#lockdown cristina.riveron
Change 2988540 on 2016/05/24 by Jeff.Campeau
Disable incompatible OpenVR for Windows XP builds.
Gut SteamVR and SteamVRController for Windows XP builds (rely on OpenVR).
#lockdown Nick.Penwarden
#jira UE-30823
Change 2988491 on 2016/05/24 by Zak.Middleton
#ue4 - (4.12) Remove version check from serialization logic that fixes up stale transient properties. They would still loaded for archetypes and we always want to prevent that in the future.
#lockdown cristina.riveron
#jira UE-30625
Change 2988427 on 2016/05/24 by Aaron.McLeran
#jira UE-31028 Stop Quietest Concurrency does not remove the quietest sound
Fix is to not re-add the sound once its stopped due to max concurrency.
#tests ran the QA test map that demonstrated the problem
#lockdown cristina.riveron
Change 2988391 on 2016/05/24 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-30301 Rebuilt Ligthing for all Content Example Maps
Change 2988315 on 2016/05/24 by Allan.Bentham
Re-enabled FLUTBlenderPS on vulkan devices. (it's required for protostar)
#jira UE-31079
Change 2988227 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
Change missed in first checkin.
#Jira UE-30755
Change 2988200 on 2016/05/24 by Robert.Manuszewski
Assert if MaxObjectsInEditor or MaxObjectsInGame are too big and collide with EInternalObjectFlags
#jira UE-31218
Change 2988181 on 2016/05/24 by Peter.Sauerbrei
revert out the last fix and add more logging as I can't reproduce this bug
#jira UE-30813
Change 2988140 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
#Jira UE-30755
Change 2988081 on 2016/05/24 by Jamie.Dale
Better fix for UE-29651 that will also work with packages saved from a build without an engine version
There was no version bump for the change to FFormatArgumentData, but VER_UE4_K2NODE_VAR_REFERENCEGUIDS was added at almost the same time so testing that should handle the vast majority of packages that we have internally, and will handle all external packages.
#jira UE-29651
Change 2987964 on 2016/05/24 by Lee.Clark
Fix empty ENV path when compiling PS4 targets.
#jira UE-31210
Change 2987721 on 2016/05/23 by Dan.Oconnor
Reworking node validation change done in 2910382 so that nodes that are going to spawn other nodes in the expansion step are still validated.
#jira UE-31099
Change 2987696 on 2016/05/23 by Chris.Babcock
Update AndroidWorks 1R1 to CodeWorks for Android 1R4
#jira UEPLAT-1312
#ue4
#android
Change 2987624 on 2016/05/23 by Jeff.Campeau
Fix a define protection for WinXP stack walking support.
#jira UE-30823
Change 2987607 on 2016/05/23 by Jeff.Campeau
Windows Stack Walk fixed to work with Windows XP.
Use the ASCII calls where needed.
Symbol server is unsupported and is disabled when building for Windows XP.
#jira UE-30823
Change 2987593 on 2016/05/23 by Zak.Middleton
#ue4 - (4.12) Reject old serialized values of UMovementComponent::UpdatedComponent and UpdatedPrimitive that were saved before those were marked transient. Mark UPawnMovementComponent::PawnOwner and UCharacterMovementComponent::CharacterOwner as transient, and similarly reject old saved values.
#jira UE-30625
Change 2987548 on 2016/05/23 by Lukasz.Furman
Moved newly added gameplay debugger's code out of perception component
#jira UE-31090
Change 2987510 on 2016/05/23 by Lukasz.Furman
Restored perception category in old gameplay debugger tool
#jira UE-31090
Change 2987278 on 2016/05/23 by Ben.Marsh
Rocket: Add Mac GenerateProjectFiles.sh script into installed engine distro.
#jira UE-31109
Change 2987156 on 2016/05/23 by Chris.Babcock
Added GoogleVR to InstalledEngineFilters.ini
#jira UE-31186
#ue4
#android
Change 2987129 on 2016/05/23 by Mieszko.Zielinski
Fixed FNavigationFilterArea not zeroing its properties in default constuctor #UE4
#jira UE-31185
Change 2987100 on 2016/05/23 by Peter.Sauerbrei
fix for crash in DeploymentServer when attempting to copy a file with a space in the path or name
#jira UE-30813
Change 2987064 on 2016/05/23 by Dmitry.Rekman
PR #2164: [Linux] Fix clang '&&' within '||' error (Contributed by slonopotamus)
#jira UE-28537
Change 2987002 on 2016/05/23 by Aaron.McLeran
#jira UE-31036 Sound volume does not change when moving past the Non Focus Azimuth range if set to greater than 90 degrees
Fix was to remove the clamp on the dot-product
#tests ran test map with focus factors greater than 90 degrees
Change 2986880 on 2016/05/23 by Mark.Satterthwaite
Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
#jira UE-31124
Change 2986873 on 2016/05/23 by Lina.Halper
#fix issue with morphtarget importings for LODs
- this was caused by option not being set correctly
#jira: UE-30955
#code review: Alexis.Matte
Change 2986804 on 2016/05/23 by Taizyd.Korambayil
#jira UE-31132 Added Missing Function to Blueprint.
Change 2986801 on 2016/05/23 by Jamie.Dale
SSearchBox will now only delay text changes while it has focus
A text changed event when it doesn't have focus is usually triggered by code (rather than the user typing), so we need to process it immediately to avoid other operational ordering issues.
#jira UE-31101
Change 2986793 on 2016/05/23 by Martin.Wilson
Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). (brought from dev-rendering 2983747)
#Jira UE-31166
Change 2986772 on 2016/05/23 by Benn.Gallagher
Fixed montage single node instances with negative rate scales only repeating the final section when looping
#jira UE-31164
Change 2986766 on 2016/05/23 by Martin.Wilson
Fix for preview not updating when tranform curve flags are changed.
#Jira UE-31119
Change 2986569 on 2016/05/23 by Robert.Manuszewski
Making hang detection disabled bu default and an opt-in for games.
#jira UE-31151
Change 2986564 on 2016/05/23 by Martin.Wilson
Fix for being able to set montages on an anim track segment.
#jira UE-31039
Change 2986205 on 2016/05/21 by Zabir.Hoque
Add new instrumentation to bucketize why we are seeing device lost so often.
#jira UE-20434
Change 2986071 on 2016/05/20 by Dan.Oconnor
Fix for TRASHCLASS sneaking into property list when recompiling a blueprint that has a dependency that is dirty and requires bytecode recompilation of its dependencies. Make sure that the dirty blueprint itself is part of the bytecode recompilation process and make sure that blueprints compiled in this way are compiled after their parent classes
#jira UE-30411
Change 2986068 on 2016/05/20 by Dan.Oconnor
Fix for blueprint change/compile delegates leaking
#jira UE-31118
Change 2986044 on 2016/05/20 by Zabir.Hoque
Make OpenGL VB allocation support alignment (16 by default). Future work should expose this up through the RHI layers.
#CodeReview: Olaf.Piesche, Simon.Tovey
#jira UE-29231
Change 2985934 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
#jira UE-30710
Change 2985852 on 2016/05/20 by Max.Chen
Subway Sequencer: Remove level sequence editor from plugin list since it's on by default.
#jira UE-31106
Change 2985821 on 2016/05/20 by Phillip.Kavan
[UE-22874] Fix UObject duplication to preserve default subobjects created by the native class ctor when the root object is duplicated.
change summary:
- added FObjectDuplicationHelperMethods::GatherDefaultSubobjectsForDuplication()
- modified StaticDuplicateObjectEx() to map default subobjects created in the duplicated root object's ctor before entering the serialization pass. this preserves those instances instead of causing StaticConstructObject to destroy/recreate them during serialization as part of the UObject reference duplication logic.
#jira UE-22874
Change 2985750 on 2016/05/20 by Michael.Gay
Default Game map set to SubwaySequencer_P
#jira UE-31108
Change 2985660 on 2016/05/20 by Michael.Gay
Removing unused track animation
#jira UE-30804
Change 2985349 on 2016/05/20 by Dan.Oconnor
Fix for crash that occurs when repeatedly pasting and undoing an object with subobjects. We were not clearing the internal flags when recycling an object
#jira UE-30954
Change 2985346 on 2016/05/20 by Leslie.Nivison
Updating 4.12 credit
#jira UEPROD-820
Change 2985297 on 2016/05/20 by Jamie.Dale
Fixed VS version detection
It was checking the file version (which is 12), rather than the VS version (which is 12 for 2013, and 14 for 2015).
#jira UE-30977
Change 2985233 on 2016/05/20 by Gareth.Martin
Fixed crash when building lighting when using "Use Landscape Lightmap" on landscape grass
#jira UE-30975
Change 2985184 on 2016/05/20 by Chris.Babcock
Move audio warning to show proper error result code
#jira UE-31085
#ue4
#android
Change 2985183 on 2016/05/20 by Chad.Taylor
GoogleVR disabled by default
#jira UE-30921
Change 2985145 on 2016/05/20 by Jack.Porter
Fix for precision issue causing blocky landscape LOD on iPad Pro and several other iOS devices
#jira UE-24792
Change 2985124 on 2016/05/20 by Alex.Delesky
#jira UE-29794
If the editor cannot find the SSL DLLs when enabling the Perforce source control plugin, it will now display a warning in the Source Control log instead of crashing.
Change 2985066 on 2016/05/20 by Lee.Clark
Fix r.SelectiveBasePassOutputs so that it defaults to off
#jira UE-30133
Change 2985063 on 2016/05/20 by Allan.Bentham
Fix for modulated shadow precision issues on low end android hardware.
#jira UE-29083
Change 2985061 on 2016/05/20 by Max.Chen
Viewport: Fix crash when the viewport widget is null.
#jira UE-31050
Change 2985059 on 2016/05/20 by Rolando.Caloca
UE4.12 - Workaround for crash trying to track down other crash
#jira UE-30875
Change 2984876 on 2016/05/20 by Richard.TalbotWatkin
Made SceneOutliner visibility code safer, to avoid a potential crash.
#jira UE-30831 - [CrashReport] UE4Editor_SceneOutliner!SceneOutliner::FGetVisibilityVisitor::RecurseChildren() [sceneoutlinergutter.cpp:24]
Change 2984873 on 2016/05/20 by Richard.TalbotWatkin
Clipped selection box bounds in Matinee viewport to prevent crash when reading outside of the viewport area.
#jira UE-30968 - Ctrl+Alt selection drag inside to outside of Matinee window will crash the editor
Change 2984844 on 2016/05/20 by Matthew.Griffin
Fixing compile error in mono games
Change 2984825 on 2016/05/20 by Robert.Manuszewski
When the application crashes becaused the GPU driver was disabled, make sure the CrashReporterClient window gets the updated screen metrics after the driver is restored.
#jira UE-30556
Change 2984693 on 2016/05/20 by Phillip.Kavan
[UE-30495] Fix BP editor crash on component rename following undo of component add action.
change summary:
- modified USimpleConstructionScript::CreateNode() to create the initial component template object in the transient package, so that subsequent undo actions restore to that state rather than to a valid BPGC-owned state.
- modified StaticConstructObject_Internal() to restore the inclusion of RF_ArchetypeObject-flagged objects in the logic that sets new objects to 'PendingKill' state before recording them into the transaction buffer. this ensures that they can be GC'd when construction is undone in the editor. Tested against sample/repro steps in UE-21240 to ensure that it no longer crashes even with the original change from CL# 2832225 reverted (that fix has since been superceded).
#jira UE-30495
Change 2984684 on 2016/05/20 by Phillip.Kavan
[UE-30852] Fix BPGC custom property list delta generation & post-construct initialization/serialization to properly handle array values that differ from default in length but not inner element values.
change summary:
- modified UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction()/BuildCustomArrayPropertyListForPostConstruction() to return a boolean value indicating whether or not a delta value was detected.
- modified UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() and FBlueprintEditorUtils::BuildComponentInstancingData() to ensure that array properties are emitted to delta property lists if the size differs from default, even if none of the elements actually differ from the default value
- removed the ensure() for the array property case in FObjectInitializer::InitPropertiesFromCustomList(), as it is now a valid case to encounter an array property delta value without any actual delta element value overrides following it in the custom property stream
- restored the bCanUsePostConstructLink optimization for non-native class types in FObjectInitializer::InitProperties()
- modified UArrayProperty::SerializeItem() for the ArUseCustomPropertyList case to not empty the array when a resize is needed on load (read) - this fixes an edge case in the cooked BP component data stream when array size differed from default but only one or more of the inner values actually differed, in which case all the array slots were being reset (constructed/zeroed) but only the overridden value was being serialized (loaded) from the template data stream
#jira UE-30852
Change 2984651 on 2016/05/19 by Zabir.Hoque
Forcing GoogleVR plugin to disabled by default since its causing even non HDM machines to render split foveated viewports.
#CodeReview: Chad.Taylor, Nick.Whiting
#jira UE-30921
Change 2984636 on 2016/05/19 by Zabir.Hoque
Explicitly store the cubemap resolution in encoded reflection data.
#CodeReview Daniel.Wright, Marcus.Wassmer
#jira UE-30341
Change 2984454 on 2016/05/19 by Rolando.Caloca
UE4.12 - Fix for vulkan failing to load shader
Integration mirroring changelist 2984432
#jira UE-28140
Change 2984452 on 2016/05/19 by Marcus.Wassmer
#jira UE-31054
Remove autocompletion for ToggleRHIThread and ShowMaterialDrawEvents as they no longer do anything
Change 2984415 on 2016/05/19 by Dan.Oconnor
Fix for crash when we fail to spawn the preview actor because the desired class is deprecated
#jira UE-31027
Change 2984376 on 2016/05/19 by Dan.Oconnor
Fix for regression in GetClassDefaults - we were not handling the 'None' case
#jira UE-31034
Change 2984316 on 2016/05/19 by Aaron.McLeran
#jira UE-31049 Updating the Oculus Audio SDK to vs 1.02
#tests Ran updated SDK in several test maps, confirmed HRTF spatialization is working.
Change 2984315 on 2016/05/19 by Lina.Halper
Fix issue with importing morphtarget LOD when it's missing between
#jira: UE-30949
Change 2984237 on 2016/05/19 by Dan.Oconnor
Fix for ensure/possible stale memory access in UpdateOverlaps
#jira UE-30919
Change 2984170 on 2016/05/19 by Max.Chen
Movie Capture: Another pass at texture streaming fix for movie capture.
#jira UE-30986
Change 2984134 on 2016/05/19 by Chad.Taylor
Mac compiler warning fix
#jira UE-30921
Change 2983903 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30562 Replaced cube With BSP for Floor
Change 2983840 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30979 Fixed Typo in one of the Stands
Change 2983662 on 2016/05/19 by Ben.Marsh
GitHub: Add an exception to allow GoogleVR files to be mirrored to GitHub
Change 2983653 on 2016/05/19 by Chris.Bunner
Modifed previous change to fixup incorrect ensures.
#jira UE-30877
Change 2983599 on 2016/05/19 by Chris.Bunner
Added ensure and null ptr check to canvas flush.
#jira UE-30877
Change 2983596 on 2016/05/19 by Chad.Taylor
FluffyBunny
#jira UE-30921
Change 2983534 on 2016/05/19 by Brian.Karis
4.12 fix per pixel translucency
#jira UE-30902
Change 2983530 on 2016/05/19 by Chris.Babcock
Broadcast EMediaEvent::MediaOpened when media opened successfully
#jira UE-31006
#ue4
#android
Change 2983427 on 2016/05/19 by Richard.TalbotWatkin
Conflated "Import" and "Import Scene" in the File menu; the new action is called "Import Into Level". Limited the allowed file types to .t3d and .fbx.
#jira UE-30891 - CRASH: Editor crashes when Importing Actors via File > Import
Change 2983386 on 2016/05/19 by Michael.Gay
minor last tweaks
#jira UE-30804
Change 2983280 on 2016/05/19 by Gil.Gribb
UE4 - Fixed crash in FHierarchicalStaticMeshSceneProxy related to reflection captures and foliage.
#jira UE-30837
Change 2983079 on 2016/05/18 by Max.Chen
Movie Capture: Fix so that texture streaming option for movie capture is set when capturing in editor.
#jira UE-30986
Change 2983078 on 2016/05/18 by Dmitriy.Dyomin
Added more logging to track UE-30878
#jira UE-30878
Change 2983067 on 2016/05/18 by Dmitriy.Dyomin
Fixed: Mobile HDR Path doesn't work on GearVR
#jira UE-11846
Change 2983049 on 2016/05/18 by Max.Chen
Movie Capture: Fix crash on movie rendering when in HDR mode.
#jira UE-30978
Change 2982825 on 2016/05/18 by Mark.Satterthwaite
Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
#jira UE-30710
Change 2982697 on 2016/05/18 by Marc.Audy
Fix Orion DataProvider use of AddReferencedObjects in light of CL# 2982607
#jira UE-00000
Change 2982546 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30862 resaved A bunc hof assets to Fix to attempt to fix Build Warnings
Change 2982533 on 2016/05/18 by Daniel.Lamb
When you package if you haven't saved the changes will not be reflected in the game.
#jira UE-30904
Change 2982415 on 2016/05/18 by Marc.Audy
Bring forgotten 4.11 CL# 2928377 to 4.12
Ensure that the compiler will throw an error when passing a non-UObject* TArray to AddReferencedObjects
#jira UE-28933
Change 2982358 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30546 Updated TP_VehicleAdvPawn Chase Camera Location
Change 2982280 on 2016/05/18 by Martin.Mittring
UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project
#jira:UE-26409
Change 2982229 on 2016/05/18 by Max.Chen
Sequencer: Add tick prerequisites so that the level sequence actor ticks before all of the actors that it controls. This fixes some inconsistencies in the movie rendered frames not matching what's in editor.
#jira UE-30755
Change 2982080 on 2016/05/18 by Max.Chen
Sequence Recorder: Fix crash when component class to record is null.
#jira UE-30944
Change 2982041 on 2016/05/18 by Marcus.Wassmer
Protect against crashes reading from a null texture.
#jira UE-30834
Change 2981915 on 2016/05/18 by Allan.Bentham
Do not mosaic encode for modulate blend operations.
Fixes dark 'halos' around mod shadows.
#jira UE-29083
Change 2981911 on 2016/05/18 by michael.gay
Set framing in sequencer, set start to 200
#jira UE-30633
Change 2981904 on 2016/05/18 by Chase.McAllister
#jira UE-30943 Removing unused asset to fix DDC compiling bug
Change 2981894 on 2016/05/18 by Michael.Gay
removed old cameras, changed start frame to remove black at head of sequence
#jira UE-30633
Change 2981827 on 2016/05/18 by Gareth.Martin
Fixed crash when entering landscape mode while a landscape is selected while simulating
- Landscape infos no longer get created for PIE/Simulate landscapes (they were empty anyway)
#jira UE-30917
Change 2981725 on 2016/05/18 by Keith.Judge
Xbox One - Fix issues with DFAO/DF Shadowing. Problems were in RHIUpdateTexture3D(). Needed to ensure temp texture had the correct bind flags, etc, and also use the graphics context rather than the DMA context to do the copying, as for some reason the DMA engine corrupts some pixels of the distance field atlas texture.
#jira UE-27591
Change 2981466 on 2016/05/17 by Max.Chen
Merge from Chris Bunner from Dev-SequencerGDC - Frame state fixes when Sequencer is paused; No velocity in AA, Clamp motion blur scale, Clamp to scatter blur method.
#jira UE-30576
Change 2981403 on 2016/05/17 by Dan.Oconnor
Fix for overzealous filtering of classes with Within markup
#jira UE-29878
Change 2981342 on 2016/05/17 by Dan.Oconnor
Removing overzealous check. In Dev-BP this has already been downgraded to an ensure, but no reason to ensure now that we understand why it happens.
#jira UE-30792
Change 2981318 on 2016/05/17 by Max.Preussner
Sequencer: Fixed crash when scrubbing attached audio tracks; reduced nesting (UE-30923)
#jira: UE-30923
Change 2981221 on 2016/05/17 by Dan.Oconnor
Preventing spawning components with 'Within' markup specified, it is unsupported by the SCSEditor and Core UObject logic at this time. Likely logic is CoreUObject needs to avoid type checking for RF_ArchetypeObject instances and the SCSEditor needs to be more consistent about using that flag on its template objects
#jira UE-29878
Change 2981169 on 2016/05/17 by Marc.Audy
Gracefully handle invalid GameSingleton class name in ini file
Remove unused DefaultPreviewPawnClass and ClassName from Engine
#jira UE-30829
Change 2981104 on 2016/05/17 by Mieszko.Zielinski
Made AISenses not send information to listeners that are not registered for given sense #UE4
#jira UE-29939
Change 2981086 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30568 Added a check to make sure index being accessed was valid (BP_DemoRoom)
Change 2980755 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30706 Set material to use Translucent Blend
Change 2980753 on 2016/05/17 by Jon.Nabozny
Initialize FBox used to store result for CalculateQuatACF96Bounds (bump from //UE4/Dev-Framework).
#JIRA UE-30846
Change 2980682 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30570, UE-30575 Corrected Some Spellings
Change 2980559 on 2016/05/17 by Mieszko.Zielinski
Changed UNavigationSystem.AgentToNavDataMap to store weak object pointers rather than raw painters #UE4
This should make it immune to navigation data beging destroyed and not removed from AgentToNavDataMap.
#jira UE-30836
Change 2980504 on 2016/05/17 by Daniel.Wright
Integrate - Movable skylight now matches stationary for subsurface shading models
* Two sided was broken in 4.11, Subsurface had never been handled
#jira UE-30855
Change 2980467 on 2016/05/17 by Jamie.Dale
Added some checks to avoid temporary worlds being added as favorites
#jira UE-30613
Change 2980379 on 2016/05/17 by Jurre.deBaare
Fix for static mesh merging, little too eager with changes.
#jira UE-30808
Change 2980373 on 2016/05/17 by Gareth.Martin
Fixed shader compile errors when applying a speedtree material to a landscape spline
#jira UE-25820
Change 2980318 on 2016/05/17 by Gareth.Martin
Fixed crash when calling EditorApplySpline with a null spline component
Also stopped it doing anything in PIE (it's for blutilities, not runtime)
#jira UE-30830
Change 2980300 on 2016/05/17 by Marc.Audy
Treat Unreachable components the same as BeginDestroyed for endplay/cleanup purposes
#jira UE-30839
Change 2980298 on 2016/05/17 by Gareth.Martin
Fixed crash when loading landscape projects that used tessellation
#jira UE-30742
Change 2980296 on 2016/05/17 by Martin.Wilson
Fix crash accessing sync names from a child anim bp
#jira UE-30811
Change 2980289 on 2016/05/17 by Jurre.deBaare
Fix for regression with merge actor tab
#jira UE-30809
Change 2980272 on 2016/05/17 by Ori.Cohen
Make sure that root components do not get attached to non root components in the same actor. Fixes crash in scene outliner and other weird issues.
#JIRA UE-30876
Change 2980206 on 2016/05/17 by Keith.Judge
Xbox One - Bit the bullet and rewrote the occlusion query buffer handling so that we're not reliant on a finite ring buffer. Instead, each query has a small buffer of its own. removing the dependency of ordering when reading back the results. This should save memory on smaller maps too!
#jira UE-30581
#jira UEPLAT-623
Change 2980094 on 2016/05/17 by Matthew.Griffin
Added OSVR dlls to InstalledEngineFilters.ini so that they are included in Launcher build even though the plugin is disabled by default
#jira UE-30611
Change 2979935 on 2016/05/17 by Aaron.Herzog
#jira UE-30619 updating owen sk mesh with proper morph
Change 2979816 on 2016/05/16 by Chad.Taylor
Fix to address a crash related to multiple player VR Preview
#jira UE-20109
Change 2979744 on 2016/05/16 by Mike.Beach
Disabling Blueprint spawning, InitProperties() optimization until we can figure out why it is not filling out array properties properly.
#jira UE-30745
Change 2979743 on 2016/05/16 by Mike.Beach
Mirroring CL 2977497
Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties).
#jira UE-26392
Change 2979544 on 2016/05/16 by Daniel.Wright
Fixed crash with RTDF shadows when r.DistanceFieldAO was disabled
#jira UE-26319
Change 2979477 on 2016/05/16 by michael.gay
Remove errant Play Rate track.
#jira UE-30633
Change 2979464 on 2016/05/16 by Mark.Satterthwaite
Duplicate CL #2945444: Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn.
#jira UE-30849
Change 2979441 on 2016/05/16 by Rolando.Caloca
UE4.12 - vk - Fix quitting taking a long time
#jira UE-28239
Change 2979315 on 2016/05/16 by Michael.Trepka
Rollback //UE4/Release-4.12/Engine/Source/Programs/UnrealBuildTool/System/XcodeProject.cs to revision 1
#jira UE-28016
Change 2979304 on 2016/05/16 by Jamie.Dale
Backing out some changes from CL# 2976673
These caused an issue with Slate hit-testing. The more correct fix here is to make the Slate Windows OS layer treat window positions as relative to the top-left of the window client area, rather than relative to the top-left of the window itself (which includes the OS border). This now matches what other platforms do.
To this end, FWindowsWindow::Initialize, FWindowsWindow::MoveWindowTo, and FWindowsWindow::ReshapeWindow all now consider the given window position to be relative to the window client area, and will consistently adjust it to relative to the window before moving/creating the OS window. This only impacts windows with OS borders (aka, non-fullscreen and non-Slate drawn windows).
#jira UE-30276
#jira UE-30677
#jira UE-30771
Change 2979077 on 2016/05/16 by Maciej.Mroz
#jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone
merged from 2979069
Change 2979052 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving Maps to fix project warning
Change 2978984 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving start video assests that contained empty engine version
Change 2978806 on 2016/05/16 by Mieszko.Zielinski
Fixed EQS tests' scoring equation value getting reset on load #UE4
#jira UE-30470
Change 2978670 on 2016/05/16 by Max.Preussner
Media: Workaround for changing Media asset path can cause crash (UE-22691)
#jira: UE-22691
Change 2978638 on 2016/05/16 by Michael.Gay
Cleanup of old maps in SubwaySequencer project
#jira UE-30633
Change 2978636 on 2016/05/16 by Jamie.Dale
Added guard against a crash navigating through a menu
#jira UE-30698
Change 2978611 on 2016/05/16 by Lee.Clark
PS4 - Fix RenderTargetOutputFormat using the wrong output index for velocity rendering when using r.BasePassOutputsVelocity=True
#jira UE-30133
Change 2978596 on 2016/05/16 by Allan.Bentham
Extend iOS metal Z bias offset to all iOS (metal+gles) depth only shaders.
#jira UE-27530
Change 2978566 on 2016/05/16 by Jamie.Dale
Downgraded some checks to ensures and added more logging
#jira UE-30613
Change 2978399 on 2016/05/16 by Keith.Judge
Xbox One - Fix check() firing when we run out of occlusion buffer space. Also added occlusion query result caching (perf gain!).
#jira UE-30581
Change 2978323 on 2016/05/16 by Jurre.deBaare
Merge actor panel crashes when selecting a mesh component without static mesh
#fix display 'No Static Mesh' when none is available
#jira UE-30809
Change 2978322 on 2016/05/16 by Jurre.deBaare
Issue with merging meshes resulting data saved across different LOD levels
#fix use correct target LOD index for all source LODs
#jira UE-30808
#lockdown Nick.Penwarden
[CL 2999693 by Ben Marsh in Main branch]
2016-06-03 11:49:20 -04:00
FMatrix FProjectedShadowInfo : : GetScreenToShadowMatrix ( const FSceneView & View , uint32 TileOffsetX , uint32 TileOffsetY , uint32 TileResolutionX , uint32 TileResolutionY ) const
2014-03-14 14:13:41 -04:00
{
const FIntPoint ShadowBufferResolution = GetShadowBufferResolution ( ) ;
const float InvBufferResolutionX = 1.0f / ( float ) ShadowBufferResolution . X ;
Copying //UE4/Release-Staging-4.12 to //UE4/Main (Source: //UE4/Release-4.12 @ 2992821)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2992821 on 2016/05/27 by Max.Chen
Subway Sequencer: Add "Assets" and "Character" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992761 on 2016/05/27 by Max.Chen
Add assets from "Directories to Always Cook".
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992371 on 2016/05/26 by Dmitry.Rekman
Fix GUBP Tools node (UE-31378).
#jira UE-31378
#lockdown Josh.Adams
Change 2992279 on 2016/05/26 by Dmitry.Rekman
One more fix for UAT compilation failure (UE-31312).
- Make EnvVarsToXML target framework v4.5.
#lockdown Josh.Adams
#jira UE-31312
Change 2992060 on 2016/05/26 by Josh.Adams
- Reset PVRTC compression quality to default, so cooks don't take forever for IOS. We shipped with PVRTC Quality 4 for the App Store version. This is set in the Cooker Settings in the Project Settings window.
#lockdown cristina.riveron
#jira UE-31373
Change 2992009 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- System.Xml was spelled as System.XML.
#jira UE-31312
#lockdown Josh.Adams
Change 2991784 on 2016/05/26 by Martin.Wilson
Fix for RecalcRequiredBones crashing when there is no lod data
#jira UE-30028
#lockdown cristina.riveron
Change 2991744 on 2016/05/26 by Dmitry.Rekman
Fix Linux code project generation (UE-31322).
- Also fixes UE-31318 (not reopening when creating BP project).
- Apparently, we cannot reset all signals to default, this makes posix_spawn() fail after fork (child exits with 127).
- Added logging of child's return code.
#lockdown Josh.Adams
#jira UE-31322
#jira UE-31318
Change 2991448 on 2016/05/26 by Nick.Darnell
Disabling the logging in the git module that was added from the previous commit.
#jira UE-30781
#lockdown cristina.riveron
Change 2991352 on 2016/05/26 by Max.Chen
Subway Sequencer: Add "Sequencer" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2991121 on 2016/05/26 by Ben.Marsh
Fix ShooterGame warnings on XboxOne.
#lockdown cristina.riveron
Change 2991097 on 2016/05/26 by Nick.Darnell
PR #2386: Git Plugin: fix initialization of a new repository broken by new "migrate" support 4.12 (Contributed by SRombauts)
#jira UE-30781
#lockdown cristina.riveron
Change 2991095 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- Excludes UAT modules unsupported on the platform (e.g. TVOS).
#jira UE-31312
#lockdown Josh.Adams
Change 2990806 on 2016/05/25 by Michael.Gay
Last minute adjustments to SubwaySequencer shots.
Fixed Fade track on master and moved Event tracks to shots.
#jira UE-30804
#lockdown Cristina.Riveron
Change 2990739 on 2016/05/25 by Dan.Oconnor
Fix for transaction buffer failing to restore preview widget trees, these are regenerated post undo/redo and should not be tagged as transactional
#jira UE-31155
#lockdown cristina.riveron
Change 2990657 on 2016/05/25 by Dmitry.Rekman
Fix crash in mono when invoked by the engine (UE-31312).
- Reset signal mask on spawning a subprocess. We mask out all signals except explicitly handled, which does not play well with mono.
- See also https://answers.unrealengine.com/questions/420161/mono-process-crash.html
#jira UE-31312
#lockdown Josh.Adams
Change 2990564 on 2016/05/25 by Marc.Audy
Undo 4.12 change to DetachFromParent when AttachTo is called with a null parent.
#jira UE-00000
#lockdown Cristina.Riveron
Change 2990429 on 2016/05/25 by Max.Chen
Movie Capture: Fix initialization order warning. Follow up to CL #2990314
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990338 on 2016/05/25 by Zabir.Hoque
TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.
#jira UE-28838
#lockdown cristina.riveron
Change 2990314 on 2016/05/25 by Max.Chen
Movie Capture: Flush the viewport when grabbing frames. This fixes more frame accuracy issues.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990249 on 2016/05/25 by Max.Chen
Sequencer: Fix tick prerequisites getting removed on stop and not re-set on play. This fixes frame accuracies when rendering in a separate process.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990243 on 2016/05/25 by Lukasz.Furman
Fixed behavior tree observers not being applied correctly
#jira UE-31307
#lockdown Cristina.Riveron
Change 2990206 on 2016/05/25 by Daniel.Lamb
Make sure min number of threads in the large thread pool is at least 2.
#jira UE-31253
#lockdown Cristina.Riveron
Change 2990182 on 2016/05/25 by Max.Chen
Sequencer: Fix null ptr crash on trying to record from current player. This is a regression from the off by one frame fixes.
#jira UE-31304
#lockdown Nick.Penwarden
Change 2990124 on 2016/05/25 by Chris.Bunner
Avoid creating additional inline code fragment casting matching uniform types.
#lockdown cristina.riveron
#jira UE-29089
Change 2989978 on 2016/05/25 by Uriel.Doyon
Merged fix for issue with resolution scale in PostProcessVisualizeComplexity
#jira UE-29473
#lockdown cristina.riveron
Change 2989970 on 2016/05/25 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-31293 Added TestMaps Folder and moved all Non-Relevant Maps into it.
Change 2989911 on 2016/05/25 by Chris.Babcock
Remove warning about Android debugging since CodeWorks for Android Nsight supports VS2015
#jira UE-31292
#ue4
#android
#lockdown cristina.riveron
Change 2989898 on 2016/05/25 by Robert.Manuszewski
Splitting inline shader registration from serialization. Serialization can happen on the async loading thread but registration should only happen on the game thread. Removed a lot of critical section locks.
Reimplementing CL #2952596
#jira UE-29245
#lockdown Nick.Penwarden
Change 2989849 on 2016/05/25 by Max.Preussner
Sequencer: Fixed Crash when playing UMG sequence with audio tracks (UE-31289)
#jira UE-31289
#lockdown nick.penwarden
Change 2989793 on 2016/05/25 by Max.Chen
Sequencer: Change automated capture so it captures in response to a sequence update to fix off by one frames.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989792 on 2016/05/25 by Max.Chen
Sequencer: Put back setting MaxFPS when forcing fixed frame interval playback to fix motion blur in editor.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989774 on 2016/05/25 by Mike.Beach
Mirroring CL 2946932
Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue).
#lockdown cristina.riveron
#jira UE-26998
Change 2989765 on 2016/05/25 by Olaf.Piesche
Moivng CL 2967970 from Dev-Rendering - fix for
#jira UE-27297
#lockdown nick.penwarden
Change 2989481 on 2016/05/25 by Marc.Audy
Properly route AttachToComponent to SetupAttachment if called from the constructor
#jira UE-31055
#lockdown Cristina.Riveron
Change 2989369 on 2016/05/25 by Robert.Manuszewski
Don't create asset import data for archetype TileMap. Propagate component flags to TileMap if the component is an archetype.
#jira UE-31033
#lockdown Nick.Penwarden
Change 2988975 on 2016/05/24 by Max.Preussner
Sequencer: Fixed Cinematic Camera look at tool crashes on auto save (UE-31195)
#jira UE-31195
#lockdown nick.penwarden
Change 2988834 on 2016/05/24 by Max.Chen
Movie Capture: Crash fix - Protect against null encoding filter.
#jira UE-31233
#lockdown Nick.Penwarden
Change 2988764 on 2016/05/24 by Peter.Sauerbrei
fix for exception when deploying to tvOS from PC
#jira UE-30318
#lockdown cristina.riveron
Change 2988540 on 2016/05/24 by Jeff.Campeau
Disable incompatible OpenVR for Windows XP builds.
Gut SteamVR and SteamVRController for Windows XP builds (rely on OpenVR).
#lockdown Nick.Penwarden
#jira UE-30823
Change 2988491 on 2016/05/24 by Zak.Middleton
#ue4 - (4.12) Remove version check from serialization logic that fixes up stale transient properties. They would still loaded for archetypes and we always want to prevent that in the future.
#lockdown cristina.riveron
#jira UE-30625
Change 2988427 on 2016/05/24 by Aaron.McLeran
#jira UE-31028 Stop Quietest Concurrency does not remove the quietest sound
Fix is to not re-add the sound once its stopped due to max concurrency.
#tests ran the QA test map that demonstrated the problem
#lockdown cristina.riveron
Change 2988391 on 2016/05/24 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-30301 Rebuilt Ligthing for all Content Example Maps
Change 2988315 on 2016/05/24 by Allan.Bentham
Re-enabled FLUTBlenderPS on vulkan devices. (it's required for protostar)
#jira UE-31079
Change 2988227 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
Change missed in first checkin.
#Jira UE-30755
Change 2988200 on 2016/05/24 by Robert.Manuszewski
Assert if MaxObjectsInEditor or MaxObjectsInGame are too big and collide with EInternalObjectFlags
#jira UE-31218
Change 2988181 on 2016/05/24 by Peter.Sauerbrei
revert out the last fix and add more logging as I can't reproduce this bug
#jira UE-30813
Change 2988140 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
#Jira UE-30755
Change 2988081 on 2016/05/24 by Jamie.Dale
Better fix for UE-29651 that will also work with packages saved from a build without an engine version
There was no version bump for the change to FFormatArgumentData, but VER_UE4_K2NODE_VAR_REFERENCEGUIDS was added at almost the same time so testing that should handle the vast majority of packages that we have internally, and will handle all external packages.
#jira UE-29651
Change 2987964 on 2016/05/24 by Lee.Clark
Fix empty ENV path when compiling PS4 targets.
#jira UE-31210
Change 2987721 on 2016/05/23 by Dan.Oconnor
Reworking node validation change done in 2910382 so that nodes that are going to spawn other nodes in the expansion step are still validated.
#jira UE-31099
Change 2987696 on 2016/05/23 by Chris.Babcock
Update AndroidWorks 1R1 to CodeWorks for Android 1R4
#jira UEPLAT-1312
#ue4
#android
Change 2987624 on 2016/05/23 by Jeff.Campeau
Fix a define protection for WinXP stack walking support.
#jira UE-30823
Change 2987607 on 2016/05/23 by Jeff.Campeau
Windows Stack Walk fixed to work with Windows XP.
Use the ASCII calls where needed.
Symbol server is unsupported and is disabled when building for Windows XP.
#jira UE-30823
Change 2987593 on 2016/05/23 by Zak.Middleton
#ue4 - (4.12) Reject old serialized values of UMovementComponent::UpdatedComponent and UpdatedPrimitive that were saved before those were marked transient. Mark UPawnMovementComponent::PawnOwner and UCharacterMovementComponent::CharacterOwner as transient, and similarly reject old saved values.
#jira UE-30625
Change 2987548 on 2016/05/23 by Lukasz.Furman
Moved newly added gameplay debugger's code out of perception component
#jira UE-31090
Change 2987510 on 2016/05/23 by Lukasz.Furman
Restored perception category in old gameplay debugger tool
#jira UE-31090
Change 2987278 on 2016/05/23 by Ben.Marsh
Rocket: Add Mac GenerateProjectFiles.sh script into installed engine distro.
#jira UE-31109
Change 2987156 on 2016/05/23 by Chris.Babcock
Added GoogleVR to InstalledEngineFilters.ini
#jira UE-31186
#ue4
#android
Change 2987129 on 2016/05/23 by Mieszko.Zielinski
Fixed FNavigationFilterArea not zeroing its properties in default constuctor #UE4
#jira UE-31185
Change 2987100 on 2016/05/23 by Peter.Sauerbrei
fix for crash in DeploymentServer when attempting to copy a file with a space in the path or name
#jira UE-30813
Change 2987064 on 2016/05/23 by Dmitry.Rekman
PR #2164: [Linux] Fix clang '&&' within '||' error (Contributed by slonopotamus)
#jira UE-28537
Change 2987002 on 2016/05/23 by Aaron.McLeran
#jira UE-31036 Sound volume does not change when moving past the Non Focus Azimuth range if set to greater than 90 degrees
Fix was to remove the clamp on the dot-product
#tests ran test map with focus factors greater than 90 degrees
Change 2986880 on 2016/05/23 by Mark.Satterthwaite
Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
#jira UE-31124
Change 2986873 on 2016/05/23 by Lina.Halper
#fix issue with morphtarget importings for LODs
- this was caused by option not being set correctly
#jira: UE-30955
#code review: Alexis.Matte
Change 2986804 on 2016/05/23 by Taizyd.Korambayil
#jira UE-31132 Added Missing Function to Blueprint.
Change 2986801 on 2016/05/23 by Jamie.Dale
SSearchBox will now only delay text changes while it has focus
A text changed event when it doesn't have focus is usually triggered by code (rather than the user typing), so we need to process it immediately to avoid other operational ordering issues.
#jira UE-31101
Change 2986793 on 2016/05/23 by Martin.Wilson
Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). (brought from dev-rendering 2983747)
#Jira UE-31166
Change 2986772 on 2016/05/23 by Benn.Gallagher
Fixed montage single node instances with negative rate scales only repeating the final section when looping
#jira UE-31164
Change 2986766 on 2016/05/23 by Martin.Wilson
Fix for preview not updating when tranform curve flags are changed.
#Jira UE-31119
Change 2986569 on 2016/05/23 by Robert.Manuszewski
Making hang detection disabled bu default and an opt-in for games.
#jira UE-31151
Change 2986564 on 2016/05/23 by Martin.Wilson
Fix for being able to set montages on an anim track segment.
#jira UE-31039
Change 2986205 on 2016/05/21 by Zabir.Hoque
Add new instrumentation to bucketize why we are seeing device lost so often.
#jira UE-20434
Change 2986071 on 2016/05/20 by Dan.Oconnor
Fix for TRASHCLASS sneaking into property list when recompiling a blueprint that has a dependency that is dirty and requires bytecode recompilation of its dependencies. Make sure that the dirty blueprint itself is part of the bytecode recompilation process and make sure that blueprints compiled in this way are compiled after their parent classes
#jira UE-30411
Change 2986068 on 2016/05/20 by Dan.Oconnor
Fix for blueprint change/compile delegates leaking
#jira UE-31118
Change 2986044 on 2016/05/20 by Zabir.Hoque
Make OpenGL VB allocation support alignment (16 by default). Future work should expose this up through the RHI layers.
#CodeReview: Olaf.Piesche, Simon.Tovey
#jira UE-29231
Change 2985934 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
#jira UE-30710
Change 2985852 on 2016/05/20 by Max.Chen
Subway Sequencer: Remove level sequence editor from plugin list since it's on by default.
#jira UE-31106
Change 2985821 on 2016/05/20 by Phillip.Kavan
[UE-22874] Fix UObject duplication to preserve default subobjects created by the native class ctor when the root object is duplicated.
change summary:
- added FObjectDuplicationHelperMethods::GatherDefaultSubobjectsForDuplication()
- modified StaticDuplicateObjectEx() to map default subobjects created in the duplicated root object's ctor before entering the serialization pass. this preserves those instances instead of causing StaticConstructObject to destroy/recreate them during serialization as part of the UObject reference duplication logic.
#jira UE-22874
Change 2985750 on 2016/05/20 by Michael.Gay
Default Game map set to SubwaySequencer_P
#jira UE-31108
Change 2985660 on 2016/05/20 by Michael.Gay
Removing unused track animation
#jira UE-30804
Change 2985349 on 2016/05/20 by Dan.Oconnor
Fix for crash that occurs when repeatedly pasting and undoing an object with subobjects. We were not clearing the internal flags when recycling an object
#jira UE-30954
Change 2985346 on 2016/05/20 by Leslie.Nivison
Updating 4.12 credit
#jira UEPROD-820
Change 2985297 on 2016/05/20 by Jamie.Dale
Fixed VS version detection
It was checking the file version (which is 12), rather than the VS version (which is 12 for 2013, and 14 for 2015).
#jira UE-30977
Change 2985233 on 2016/05/20 by Gareth.Martin
Fixed crash when building lighting when using "Use Landscape Lightmap" on landscape grass
#jira UE-30975
Change 2985184 on 2016/05/20 by Chris.Babcock
Move audio warning to show proper error result code
#jira UE-31085
#ue4
#android
Change 2985183 on 2016/05/20 by Chad.Taylor
GoogleVR disabled by default
#jira UE-30921
Change 2985145 on 2016/05/20 by Jack.Porter
Fix for precision issue causing blocky landscape LOD on iPad Pro and several other iOS devices
#jira UE-24792
Change 2985124 on 2016/05/20 by Alex.Delesky
#jira UE-29794
If the editor cannot find the SSL DLLs when enabling the Perforce source control plugin, it will now display a warning in the Source Control log instead of crashing.
Change 2985066 on 2016/05/20 by Lee.Clark
Fix r.SelectiveBasePassOutputs so that it defaults to off
#jira UE-30133
Change 2985063 on 2016/05/20 by Allan.Bentham
Fix for modulated shadow precision issues on low end android hardware.
#jira UE-29083
Change 2985061 on 2016/05/20 by Max.Chen
Viewport: Fix crash when the viewport widget is null.
#jira UE-31050
Change 2985059 on 2016/05/20 by Rolando.Caloca
UE4.12 - Workaround for crash trying to track down other crash
#jira UE-30875
Change 2984876 on 2016/05/20 by Richard.TalbotWatkin
Made SceneOutliner visibility code safer, to avoid a potential crash.
#jira UE-30831 - [CrashReport] UE4Editor_SceneOutliner!SceneOutliner::FGetVisibilityVisitor::RecurseChildren() [sceneoutlinergutter.cpp:24]
Change 2984873 on 2016/05/20 by Richard.TalbotWatkin
Clipped selection box bounds in Matinee viewport to prevent crash when reading outside of the viewport area.
#jira UE-30968 - Ctrl+Alt selection drag inside to outside of Matinee window will crash the editor
Change 2984844 on 2016/05/20 by Matthew.Griffin
Fixing compile error in mono games
Change 2984825 on 2016/05/20 by Robert.Manuszewski
When the application crashes becaused the GPU driver was disabled, make sure the CrashReporterClient window gets the updated screen metrics after the driver is restored.
#jira UE-30556
Change 2984693 on 2016/05/20 by Phillip.Kavan
[UE-30495] Fix BP editor crash on component rename following undo of component add action.
change summary:
- modified USimpleConstructionScript::CreateNode() to create the initial component template object in the transient package, so that subsequent undo actions restore to that state rather than to a valid BPGC-owned state.
- modified StaticConstructObject_Internal() to restore the inclusion of RF_ArchetypeObject-flagged objects in the logic that sets new objects to 'PendingKill' state before recording them into the transaction buffer. this ensures that they can be GC'd when construction is undone in the editor. Tested against sample/repro steps in UE-21240 to ensure that it no longer crashes even with the original change from CL# 2832225 reverted (that fix has since been superceded).
#jira UE-30495
Change 2984684 on 2016/05/20 by Phillip.Kavan
[UE-30852] Fix BPGC custom property list delta generation & post-construct initialization/serialization to properly handle array values that differ from default in length but not inner element values.
change summary:
- modified UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction()/BuildCustomArrayPropertyListForPostConstruction() to return a boolean value indicating whether or not a delta value was detected.
- modified UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() and FBlueprintEditorUtils::BuildComponentInstancingData() to ensure that array properties are emitted to delta property lists if the size differs from default, even if none of the elements actually differ from the default value
- removed the ensure() for the array property case in FObjectInitializer::InitPropertiesFromCustomList(), as it is now a valid case to encounter an array property delta value without any actual delta element value overrides following it in the custom property stream
- restored the bCanUsePostConstructLink optimization for non-native class types in FObjectInitializer::InitProperties()
- modified UArrayProperty::SerializeItem() for the ArUseCustomPropertyList case to not empty the array when a resize is needed on load (read) - this fixes an edge case in the cooked BP component data stream when array size differed from default but only one or more of the inner values actually differed, in which case all the array slots were being reset (constructed/zeroed) but only the overridden value was being serialized (loaded) from the template data stream
#jira UE-30852
Change 2984651 on 2016/05/19 by Zabir.Hoque
Forcing GoogleVR plugin to disabled by default since its causing even non HDM machines to render split foveated viewports.
#CodeReview: Chad.Taylor, Nick.Whiting
#jira UE-30921
Change 2984636 on 2016/05/19 by Zabir.Hoque
Explicitly store the cubemap resolution in encoded reflection data.
#CodeReview Daniel.Wright, Marcus.Wassmer
#jira UE-30341
Change 2984454 on 2016/05/19 by Rolando.Caloca
UE4.12 - Fix for vulkan failing to load shader
Integration mirroring changelist 2984432
#jira UE-28140
Change 2984452 on 2016/05/19 by Marcus.Wassmer
#jira UE-31054
Remove autocompletion for ToggleRHIThread and ShowMaterialDrawEvents as they no longer do anything
Change 2984415 on 2016/05/19 by Dan.Oconnor
Fix for crash when we fail to spawn the preview actor because the desired class is deprecated
#jira UE-31027
Change 2984376 on 2016/05/19 by Dan.Oconnor
Fix for regression in GetClassDefaults - we were not handling the 'None' case
#jira UE-31034
Change 2984316 on 2016/05/19 by Aaron.McLeran
#jira UE-31049 Updating the Oculus Audio SDK to vs 1.02
#tests Ran updated SDK in several test maps, confirmed HRTF spatialization is working.
Change 2984315 on 2016/05/19 by Lina.Halper
Fix issue with importing morphtarget LOD when it's missing between
#jira: UE-30949
Change 2984237 on 2016/05/19 by Dan.Oconnor
Fix for ensure/possible stale memory access in UpdateOverlaps
#jira UE-30919
Change 2984170 on 2016/05/19 by Max.Chen
Movie Capture: Another pass at texture streaming fix for movie capture.
#jira UE-30986
Change 2984134 on 2016/05/19 by Chad.Taylor
Mac compiler warning fix
#jira UE-30921
Change 2983903 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30562 Replaced cube With BSP for Floor
Change 2983840 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30979 Fixed Typo in one of the Stands
Change 2983662 on 2016/05/19 by Ben.Marsh
GitHub: Add an exception to allow GoogleVR files to be mirrored to GitHub
Change 2983653 on 2016/05/19 by Chris.Bunner
Modifed previous change to fixup incorrect ensures.
#jira UE-30877
Change 2983599 on 2016/05/19 by Chris.Bunner
Added ensure and null ptr check to canvas flush.
#jira UE-30877
Change 2983596 on 2016/05/19 by Chad.Taylor
FluffyBunny
#jira UE-30921
Change 2983534 on 2016/05/19 by Brian.Karis
4.12 fix per pixel translucency
#jira UE-30902
Change 2983530 on 2016/05/19 by Chris.Babcock
Broadcast EMediaEvent::MediaOpened when media opened successfully
#jira UE-31006
#ue4
#android
Change 2983427 on 2016/05/19 by Richard.TalbotWatkin
Conflated "Import" and "Import Scene" in the File menu; the new action is called "Import Into Level". Limited the allowed file types to .t3d and .fbx.
#jira UE-30891 - CRASH: Editor crashes when Importing Actors via File > Import
Change 2983386 on 2016/05/19 by Michael.Gay
minor last tweaks
#jira UE-30804
Change 2983280 on 2016/05/19 by Gil.Gribb
UE4 - Fixed crash in FHierarchicalStaticMeshSceneProxy related to reflection captures and foliage.
#jira UE-30837
Change 2983079 on 2016/05/18 by Max.Chen
Movie Capture: Fix so that texture streaming option for movie capture is set when capturing in editor.
#jira UE-30986
Change 2983078 on 2016/05/18 by Dmitriy.Dyomin
Added more logging to track UE-30878
#jira UE-30878
Change 2983067 on 2016/05/18 by Dmitriy.Dyomin
Fixed: Mobile HDR Path doesn't work on GearVR
#jira UE-11846
Change 2983049 on 2016/05/18 by Max.Chen
Movie Capture: Fix crash on movie rendering when in HDR mode.
#jira UE-30978
Change 2982825 on 2016/05/18 by Mark.Satterthwaite
Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
#jira UE-30710
Change 2982697 on 2016/05/18 by Marc.Audy
Fix Orion DataProvider use of AddReferencedObjects in light of CL# 2982607
#jira UE-00000
Change 2982546 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30862 resaved A bunc hof assets to Fix to attempt to fix Build Warnings
Change 2982533 on 2016/05/18 by Daniel.Lamb
When you package if you haven't saved the changes will not be reflected in the game.
#jira UE-30904
Change 2982415 on 2016/05/18 by Marc.Audy
Bring forgotten 4.11 CL# 2928377 to 4.12
Ensure that the compiler will throw an error when passing a non-UObject* TArray to AddReferencedObjects
#jira UE-28933
Change 2982358 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30546 Updated TP_VehicleAdvPawn Chase Camera Location
Change 2982280 on 2016/05/18 by Martin.Mittring
UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project
#jira:UE-26409
Change 2982229 on 2016/05/18 by Max.Chen
Sequencer: Add tick prerequisites so that the level sequence actor ticks before all of the actors that it controls. This fixes some inconsistencies in the movie rendered frames not matching what's in editor.
#jira UE-30755
Change 2982080 on 2016/05/18 by Max.Chen
Sequence Recorder: Fix crash when component class to record is null.
#jira UE-30944
Change 2982041 on 2016/05/18 by Marcus.Wassmer
Protect against crashes reading from a null texture.
#jira UE-30834
Change 2981915 on 2016/05/18 by Allan.Bentham
Do not mosaic encode for modulate blend operations.
Fixes dark 'halos' around mod shadows.
#jira UE-29083
Change 2981911 on 2016/05/18 by michael.gay
Set framing in sequencer, set start to 200
#jira UE-30633
Change 2981904 on 2016/05/18 by Chase.McAllister
#jira UE-30943 Removing unused asset to fix DDC compiling bug
Change 2981894 on 2016/05/18 by Michael.Gay
removed old cameras, changed start frame to remove black at head of sequence
#jira UE-30633
Change 2981827 on 2016/05/18 by Gareth.Martin
Fixed crash when entering landscape mode while a landscape is selected while simulating
- Landscape infos no longer get created for PIE/Simulate landscapes (they were empty anyway)
#jira UE-30917
Change 2981725 on 2016/05/18 by Keith.Judge
Xbox One - Fix issues with DFAO/DF Shadowing. Problems were in RHIUpdateTexture3D(). Needed to ensure temp texture had the correct bind flags, etc, and also use the graphics context rather than the DMA context to do the copying, as for some reason the DMA engine corrupts some pixels of the distance field atlas texture.
#jira UE-27591
Change 2981466 on 2016/05/17 by Max.Chen
Merge from Chris Bunner from Dev-SequencerGDC - Frame state fixes when Sequencer is paused; No velocity in AA, Clamp motion blur scale, Clamp to scatter blur method.
#jira UE-30576
Change 2981403 on 2016/05/17 by Dan.Oconnor
Fix for overzealous filtering of classes with Within markup
#jira UE-29878
Change 2981342 on 2016/05/17 by Dan.Oconnor
Removing overzealous check. In Dev-BP this has already been downgraded to an ensure, but no reason to ensure now that we understand why it happens.
#jira UE-30792
Change 2981318 on 2016/05/17 by Max.Preussner
Sequencer: Fixed crash when scrubbing attached audio tracks; reduced nesting (UE-30923)
#jira: UE-30923
Change 2981221 on 2016/05/17 by Dan.Oconnor
Preventing spawning components with 'Within' markup specified, it is unsupported by the SCSEditor and Core UObject logic at this time. Likely logic is CoreUObject needs to avoid type checking for RF_ArchetypeObject instances and the SCSEditor needs to be more consistent about using that flag on its template objects
#jira UE-29878
Change 2981169 on 2016/05/17 by Marc.Audy
Gracefully handle invalid GameSingleton class name in ini file
Remove unused DefaultPreviewPawnClass and ClassName from Engine
#jira UE-30829
Change 2981104 on 2016/05/17 by Mieszko.Zielinski
Made AISenses not send information to listeners that are not registered for given sense #UE4
#jira UE-29939
Change 2981086 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30568 Added a check to make sure index being accessed was valid (BP_DemoRoom)
Change 2980755 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30706 Set material to use Translucent Blend
Change 2980753 on 2016/05/17 by Jon.Nabozny
Initialize FBox used to store result for CalculateQuatACF96Bounds (bump from //UE4/Dev-Framework).
#JIRA UE-30846
Change 2980682 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30570, UE-30575 Corrected Some Spellings
Change 2980559 on 2016/05/17 by Mieszko.Zielinski
Changed UNavigationSystem.AgentToNavDataMap to store weak object pointers rather than raw painters #UE4
This should make it immune to navigation data beging destroyed and not removed from AgentToNavDataMap.
#jira UE-30836
Change 2980504 on 2016/05/17 by Daniel.Wright
Integrate - Movable skylight now matches stationary for subsurface shading models
* Two sided was broken in 4.11, Subsurface had never been handled
#jira UE-30855
Change 2980467 on 2016/05/17 by Jamie.Dale
Added some checks to avoid temporary worlds being added as favorites
#jira UE-30613
Change 2980379 on 2016/05/17 by Jurre.deBaare
Fix for static mesh merging, little too eager with changes.
#jira UE-30808
Change 2980373 on 2016/05/17 by Gareth.Martin
Fixed shader compile errors when applying a speedtree material to a landscape spline
#jira UE-25820
Change 2980318 on 2016/05/17 by Gareth.Martin
Fixed crash when calling EditorApplySpline with a null spline component
Also stopped it doing anything in PIE (it's for blutilities, not runtime)
#jira UE-30830
Change 2980300 on 2016/05/17 by Marc.Audy
Treat Unreachable components the same as BeginDestroyed for endplay/cleanup purposes
#jira UE-30839
Change 2980298 on 2016/05/17 by Gareth.Martin
Fixed crash when loading landscape projects that used tessellation
#jira UE-30742
Change 2980296 on 2016/05/17 by Martin.Wilson
Fix crash accessing sync names from a child anim bp
#jira UE-30811
Change 2980289 on 2016/05/17 by Jurre.deBaare
Fix for regression with merge actor tab
#jira UE-30809
Change 2980272 on 2016/05/17 by Ori.Cohen
Make sure that root components do not get attached to non root components in the same actor. Fixes crash in scene outliner and other weird issues.
#JIRA UE-30876
Change 2980206 on 2016/05/17 by Keith.Judge
Xbox One - Bit the bullet and rewrote the occlusion query buffer handling so that we're not reliant on a finite ring buffer. Instead, each query has a small buffer of its own. removing the dependency of ordering when reading back the results. This should save memory on smaller maps too!
#jira UE-30581
#jira UEPLAT-623
Change 2980094 on 2016/05/17 by Matthew.Griffin
Added OSVR dlls to InstalledEngineFilters.ini so that they are included in Launcher build even though the plugin is disabled by default
#jira UE-30611
Change 2979935 on 2016/05/17 by Aaron.Herzog
#jira UE-30619 updating owen sk mesh with proper morph
Change 2979816 on 2016/05/16 by Chad.Taylor
Fix to address a crash related to multiple player VR Preview
#jira UE-20109
Change 2979744 on 2016/05/16 by Mike.Beach
Disabling Blueprint spawning, InitProperties() optimization until we can figure out why it is not filling out array properties properly.
#jira UE-30745
Change 2979743 on 2016/05/16 by Mike.Beach
Mirroring CL 2977497
Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties).
#jira UE-26392
Change 2979544 on 2016/05/16 by Daniel.Wright
Fixed crash with RTDF shadows when r.DistanceFieldAO was disabled
#jira UE-26319
Change 2979477 on 2016/05/16 by michael.gay
Remove errant Play Rate track.
#jira UE-30633
Change 2979464 on 2016/05/16 by Mark.Satterthwaite
Duplicate CL #2945444: Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn.
#jira UE-30849
Change 2979441 on 2016/05/16 by Rolando.Caloca
UE4.12 - vk - Fix quitting taking a long time
#jira UE-28239
Change 2979315 on 2016/05/16 by Michael.Trepka
Rollback //UE4/Release-4.12/Engine/Source/Programs/UnrealBuildTool/System/XcodeProject.cs to revision 1
#jira UE-28016
Change 2979304 on 2016/05/16 by Jamie.Dale
Backing out some changes from CL# 2976673
These caused an issue with Slate hit-testing. The more correct fix here is to make the Slate Windows OS layer treat window positions as relative to the top-left of the window client area, rather than relative to the top-left of the window itself (which includes the OS border). This now matches what other platforms do.
To this end, FWindowsWindow::Initialize, FWindowsWindow::MoveWindowTo, and FWindowsWindow::ReshapeWindow all now consider the given window position to be relative to the window client area, and will consistently adjust it to relative to the window before moving/creating the OS window. This only impacts windows with OS borders (aka, non-fullscreen and non-Slate drawn windows).
#jira UE-30276
#jira UE-30677
#jira UE-30771
Change 2979077 on 2016/05/16 by Maciej.Mroz
#jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone
merged from 2979069
Change 2979052 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving Maps to fix project warning
Change 2978984 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving start video assests that contained empty engine version
Change 2978806 on 2016/05/16 by Mieszko.Zielinski
Fixed EQS tests' scoring equation value getting reset on load #UE4
#jira UE-30470
Change 2978670 on 2016/05/16 by Max.Preussner
Media: Workaround for changing Media asset path can cause crash (UE-22691)
#jira: UE-22691
Change 2978638 on 2016/05/16 by Michael.Gay
Cleanup of old maps in SubwaySequencer project
#jira UE-30633
Change 2978636 on 2016/05/16 by Jamie.Dale
Added guard against a crash navigating through a menu
#jira UE-30698
Change 2978611 on 2016/05/16 by Lee.Clark
PS4 - Fix RenderTargetOutputFormat using the wrong output index for velocity rendering when using r.BasePassOutputsVelocity=True
#jira UE-30133
Change 2978596 on 2016/05/16 by Allan.Bentham
Extend iOS metal Z bias offset to all iOS (metal+gles) depth only shaders.
#jira UE-27530
Change 2978566 on 2016/05/16 by Jamie.Dale
Downgraded some checks to ensures and added more logging
#jira UE-30613
Change 2978399 on 2016/05/16 by Keith.Judge
Xbox One - Fix check() firing when we run out of occlusion buffer space. Also added occlusion query result caching (perf gain!).
#jira UE-30581
Change 2978323 on 2016/05/16 by Jurre.deBaare
Merge actor panel crashes when selecting a mesh component without static mesh
#fix display 'No Static Mesh' when none is available
#jira UE-30809
Change 2978322 on 2016/05/16 by Jurre.deBaare
Issue with merging meshes resulting data saved across different LOD levels
#fix use correct target LOD index for all source LODs
#jira UE-30808
#lockdown Nick.Penwarden
[CL 2999693 by Ben Marsh in Main branch]
2016-06-03 11:49:20 -04:00
const float ShadowResolutionFractionX = 0.5f * ( float ) TileResolutionX * InvBufferResolutionX ;
2014-03-14 14:13:41 -04:00
const float InvBufferResolutionY = 1.0f / ( float ) ShadowBufferResolution . Y ;
Copying //UE4/Release-Staging-4.12 to //UE4/Main (Source: //UE4/Release-4.12 @ 2992821)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2992821 on 2016/05/27 by Max.Chen
Subway Sequencer: Add "Assets" and "Character" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992761 on 2016/05/27 by Max.Chen
Add assets from "Directories to Always Cook".
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992371 on 2016/05/26 by Dmitry.Rekman
Fix GUBP Tools node (UE-31378).
#jira UE-31378
#lockdown Josh.Adams
Change 2992279 on 2016/05/26 by Dmitry.Rekman
One more fix for UAT compilation failure (UE-31312).
- Make EnvVarsToXML target framework v4.5.
#lockdown Josh.Adams
#jira UE-31312
Change 2992060 on 2016/05/26 by Josh.Adams
- Reset PVRTC compression quality to default, so cooks don't take forever for IOS. We shipped with PVRTC Quality 4 for the App Store version. This is set in the Cooker Settings in the Project Settings window.
#lockdown cristina.riveron
#jira UE-31373
Change 2992009 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- System.Xml was spelled as System.XML.
#jira UE-31312
#lockdown Josh.Adams
Change 2991784 on 2016/05/26 by Martin.Wilson
Fix for RecalcRequiredBones crashing when there is no lod data
#jira UE-30028
#lockdown cristina.riveron
Change 2991744 on 2016/05/26 by Dmitry.Rekman
Fix Linux code project generation (UE-31322).
- Also fixes UE-31318 (not reopening when creating BP project).
- Apparently, we cannot reset all signals to default, this makes posix_spawn() fail after fork (child exits with 127).
- Added logging of child's return code.
#lockdown Josh.Adams
#jira UE-31322
#jira UE-31318
Change 2991448 on 2016/05/26 by Nick.Darnell
Disabling the logging in the git module that was added from the previous commit.
#jira UE-30781
#lockdown cristina.riveron
Change 2991352 on 2016/05/26 by Max.Chen
Subway Sequencer: Add "Sequencer" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2991121 on 2016/05/26 by Ben.Marsh
Fix ShooterGame warnings on XboxOne.
#lockdown cristina.riveron
Change 2991097 on 2016/05/26 by Nick.Darnell
PR #2386: Git Plugin: fix initialization of a new repository broken by new "migrate" support 4.12 (Contributed by SRombauts)
#jira UE-30781
#lockdown cristina.riveron
Change 2991095 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- Excludes UAT modules unsupported on the platform (e.g. TVOS).
#jira UE-31312
#lockdown Josh.Adams
Change 2990806 on 2016/05/25 by Michael.Gay
Last minute adjustments to SubwaySequencer shots.
Fixed Fade track on master and moved Event tracks to shots.
#jira UE-30804
#lockdown Cristina.Riveron
Change 2990739 on 2016/05/25 by Dan.Oconnor
Fix for transaction buffer failing to restore preview widget trees, these are regenerated post undo/redo and should not be tagged as transactional
#jira UE-31155
#lockdown cristina.riveron
Change 2990657 on 2016/05/25 by Dmitry.Rekman
Fix crash in mono when invoked by the engine (UE-31312).
- Reset signal mask on spawning a subprocess. We mask out all signals except explicitly handled, which does not play well with mono.
- See also https://answers.unrealengine.com/questions/420161/mono-process-crash.html
#jira UE-31312
#lockdown Josh.Adams
Change 2990564 on 2016/05/25 by Marc.Audy
Undo 4.12 change to DetachFromParent when AttachTo is called with a null parent.
#jira UE-00000
#lockdown Cristina.Riveron
Change 2990429 on 2016/05/25 by Max.Chen
Movie Capture: Fix initialization order warning. Follow up to CL #2990314
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990338 on 2016/05/25 by Zabir.Hoque
TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.
#jira UE-28838
#lockdown cristina.riveron
Change 2990314 on 2016/05/25 by Max.Chen
Movie Capture: Flush the viewport when grabbing frames. This fixes more frame accuracy issues.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990249 on 2016/05/25 by Max.Chen
Sequencer: Fix tick prerequisites getting removed on stop and not re-set on play. This fixes frame accuracies when rendering in a separate process.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990243 on 2016/05/25 by Lukasz.Furman
Fixed behavior tree observers not being applied correctly
#jira UE-31307
#lockdown Cristina.Riveron
Change 2990206 on 2016/05/25 by Daniel.Lamb
Make sure min number of threads in the large thread pool is at least 2.
#jira UE-31253
#lockdown Cristina.Riveron
Change 2990182 on 2016/05/25 by Max.Chen
Sequencer: Fix null ptr crash on trying to record from current player. This is a regression from the off by one frame fixes.
#jira UE-31304
#lockdown Nick.Penwarden
Change 2990124 on 2016/05/25 by Chris.Bunner
Avoid creating additional inline code fragment casting matching uniform types.
#lockdown cristina.riveron
#jira UE-29089
Change 2989978 on 2016/05/25 by Uriel.Doyon
Merged fix for issue with resolution scale in PostProcessVisualizeComplexity
#jira UE-29473
#lockdown cristina.riveron
Change 2989970 on 2016/05/25 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-31293 Added TestMaps Folder and moved all Non-Relevant Maps into it.
Change 2989911 on 2016/05/25 by Chris.Babcock
Remove warning about Android debugging since CodeWorks for Android Nsight supports VS2015
#jira UE-31292
#ue4
#android
#lockdown cristina.riveron
Change 2989898 on 2016/05/25 by Robert.Manuszewski
Splitting inline shader registration from serialization. Serialization can happen on the async loading thread but registration should only happen on the game thread. Removed a lot of critical section locks.
Reimplementing CL #2952596
#jira UE-29245
#lockdown Nick.Penwarden
Change 2989849 on 2016/05/25 by Max.Preussner
Sequencer: Fixed Crash when playing UMG sequence with audio tracks (UE-31289)
#jira UE-31289
#lockdown nick.penwarden
Change 2989793 on 2016/05/25 by Max.Chen
Sequencer: Change automated capture so it captures in response to a sequence update to fix off by one frames.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989792 on 2016/05/25 by Max.Chen
Sequencer: Put back setting MaxFPS when forcing fixed frame interval playback to fix motion blur in editor.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989774 on 2016/05/25 by Mike.Beach
Mirroring CL 2946932
Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue).
#lockdown cristina.riveron
#jira UE-26998
Change 2989765 on 2016/05/25 by Olaf.Piesche
Moivng CL 2967970 from Dev-Rendering - fix for
#jira UE-27297
#lockdown nick.penwarden
Change 2989481 on 2016/05/25 by Marc.Audy
Properly route AttachToComponent to SetupAttachment if called from the constructor
#jira UE-31055
#lockdown Cristina.Riveron
Change 2989369 on 2016/05/25 by Robert.Manuszewski
Don't create asset import data for archetype TileMap. Propagate component flags to TileMap if the component is an archetype.
#jira UE-31033
#lockdown Nick.Penwarden
Change 2988975 on 2016/05/24 by Max.Preussner
Sequencer: Fixed Cinematic Camera look at tool crashes on auto save (UE-31195)
#jira UE-31195
#lockdown nick.penwarden
Change 2988834 on 2016/05/24 by Max.Chen
Movie Capture: Crash fix - Protect against null encoding filter.
#jira UE-31233
#lockdown Nick.Penwarden
Change 2988764 on 2016/05/24 by Peter.Sauerbrei
fix for exception when deploying to tvOS from PC
#jira UE-30318
#lockdown cristina.riveron
Change 2988540 on 2016/05/24 by Jeff.Campeau
Disable incompatible OpenVR for Windows XP builds.
Gut SteamVR and SteamVRController for Windows XP builds (rely on OpenVR).
#lockdown Nick.Penwarden
#jira UE-30823
Change 2988491 on 2016/05/24 by Zak.Middleton
#ue4 - (4.12) Remove version check from serialization logic that fixes up stale transient properties. They would still loaded for archetypes and we always want to prevent that in the future.
#lockdown cristina.riveron
#jira UE-30625
Change 2988427 on 2016/05/24 by Aaron.McLeran
#jira UE-31028 Stop Quietest Concurrency does not remove the quietest sound
Fix is to not re-add the sound once its stopped due to max concurrency.
#tests ran the QA test map that demonstrated the problem
#lockdown cristina.riveron
Change 2988391 on 2016/05/24 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-30301 Rebuilt Ligthing for all Content Example Maps
Change 2988315 on 2016/05/24 by Allan.Bentham
Re-enabled FLUTBlenderPS on vulkan devices. (it's required for protostar)
#jira UE-31079
Change 2988227 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
Change missed in first checkin.
#Jira UE-30755
Change 2988200 on 2016/05/24 by Robert.Manuszewski
Assert if MaxObjectsInEditor or MaxObjectsInGame are too big and collide with EInternalObjectFlags
#jira UE-31218
Change 2988181 on 2016/05/24 by Peter.Sauerbrei
revert out the last fix and add more logging as I can't reproduce this bug
#jira UE-30813
Change 2988140 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
#Jira UE-30755
Change 2988081 on 2016/05/24 by Jamie.Dale
Better fix for UE-29651 that will also work with packages saved from a build without an engine version
There was no version bump for the change to FFormatArgumentData, but VER_UE4_K2NODE_VAR_REFERENCEGUIDS was added at almost the same time so testing that should handle the vast majority of packages that we have internally, and will handle all external packages.
#jira UE-29651
Change 2987964 on 2016/05/24 by Lee.Clark
Fix empty ENV path when compiling PS4 targets.
#jira UE-31210
Change 2987721 on 2016/05/23 by Dan.Oconnor
Reworking node validation change done in 2910382 so that nodes that are going to spawn other nodes in the expansion step are still validated.
#jira UE-31099
Change 2987696 on 2016/05/23 by Chris.Babcock
Update AndroidWorks 1R1 to CodeWorks for Android 1R4
#jira UEPLAT-1312
#ue4
#android
Change 2987624 on 2016/05/23 by Jeff.Campeau
Fix a define protection for WinXP stack walking support.
#jira UE-30823
Change 2987607 on 2016/05/23 by Jeff.Campeau
Windows Stack Walk fixed to work with Windows XP.
Use the ASCII calls where needed.
Symbol server is unsupported and is disabled when building for Windows XP.
#jira UE-30823
Change 2987593 on 2016/05/23 by Zak.Middleton
#ue4 - (4.12) Reject old serialized values of UMovementComponent::UpdatedComponent and UpdatedPrimitive that were saved before those were marked transient. Mark UPawnMovementComponent::PawnOwner and UCharacterMovementComponent::CharacterOwner as transient, and similarly reject old saved values.
#jira UE-30625
Change 2987548 on 2016/05/23 by Lukasz.Furman
Moved newly added gameplay debugger's code out of perception component
#jira UE-31090
Change 2987510 on 2016/05/23 by Lukasz.Furman
Restored perception category in old gameplay debugger tool
#jira UE-31090
Change 2987278 on 2016/05/23 by Ben.Marsh
Rocket: Add Mac GenerateProjectFiles.sh script into installed engine distro.
#jira UE-31109
Change 2987156 on 2016/05/23 by Chris.Babcock
Added GoogleVR to InstalledEngineFilters.ini
#jira UE-31186
#ue4
#android
Change 2987129 on 2016/05/23 by Mieszko.Zielinski
Fixed FNavigationFilterArea not zeroing its properties in default constuctor #UE4
#jira UE-31185
Change 2987100 on 2016/05/23 by Peter.Sauerbrei
fix for crash in DeploymentServer when attempting to copy a file with a space in the path or name
#jira UE-30813
Change 2987064 on 2016/05/23 by Dmitry.Rekman
PR #2164: [Linux] Fix clang '&&' within '||' error (Contributed by slonopotamus)
#jira UE-28537
Change 2987002 on 2016/05/23 by Aaron.McLeran
#jira UE-31036 Sound volume does not change when moving past the Non Focus Azimuth range if set to greater than 90 degrees
Fix was to remove the clamp on the dot-product
#tests ran test map with focus factors greater than 90 degrees
Change 2986880 on 2016/05/23 by Mark.Satterthwaite
Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
#jira UE-31124
Change 2986873 on 2016/05/23 by Lina.Halper
#fix issue with morphtarget importings for LODs
- this was caused by option not being set correctly
#jira: UE-30955
#code review: Alexis.Matte
Change 2986804 on 2016/05/23 by Taizyd.Korambayil
#jira UE-31132 Added Missing Function to Blueprint.
Change 2986801 on 2016/05/23 by Jamie.Dale
SSearchBox will now only delay text changes while it has focus
A text changed event when it doesn't have focus is usually triggered by code (rather than the user typing), so we need to process it immediately to avoid other operational ordering issues.
#jira UE-31101
Change 2986793 on 2016/05/23 by Martin.Wilson
Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). (brought from dev-rendering 2983747)
#Jira UE-31166
Change 2986772 on 2016/05/23 by Benn.Gallagher
Fixed montage single node instances with negative rate scales only repeating the final section when looping
#jira UE-31164
Change 2986766 on 2016/05/23 by Martin.Wilson
Fix for preview not updating when tranform curve flags are changed.
#Jira UE-31119
Change 2986569 on 2016/05/23 by Robert.Manuszewski
Making hang detection disabled bu default and an opt-in for games.
#jira UE-31151
Change 2986564 on 2016/05/23 by Martin.Wilson
Fix for being able to set montages on an anim track segment.
#jira UE-31039
Change 2986205 on 2016/05/21 by Zabir.Hoque
Add new instrumentation to bucketize why we are seeing device lost so often.
#jira UE-20434
Change 2986071 on 2016/05/20 by Dan.Oconnor
Fix for TRASHCLASS sneaking into property list when recompiling a blueprint that has a dependency that is dirty and requires bytecode recompilation of its dependencies. Make sure that the dirty blueprint itself is part of the bytecode recompilation process and make sure that blueprints compiled in this way are compiled after their parent classes
#jira UE-30411
Change 2986068 on 2016/05/20 by Dan.Oconnor
Fix for blueprint change/compile delegates leaking
#jira UE-31118
Change 2986044 on 2016/05/20 by Zabir.Hoque
Make OpenGL VB allocation support alignment (16 by default). Future work should expose this up through the RHI layers.
#CodeReview: Olaf.Piesche, Simon.Tovey
#jira UE-29231
Change 2985934 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
#jira UE-30710
Change 2985852 on 2016/05/20 by Max.Chen
Subway Sequencer: Remove level sequence editor from plugin list since it's on by default.
#jira UE-31106
Change 2985821 on 2016/05/20 by Phillip.Kavan
[UE-22874] Fix UObject duplication to preserve default subobjects created by the native class ctor when the root object is duplicated.
change summary:
- added FObjectDuplicationHelperMethods::GatherDefaultSubobjectsForDuplication()
- modified StaticDuplicateObjectEx() to map default subobjects created in the duplicated root object's ctor before entering the serialization pass. this preserves those instances instead of causing StaticConstructObject to destroy/recreate them during serialization as part of the UObject reference duplication logic.
#jira UE-22874
Change 2985750 on 2016/05/20 by Michael.Gay
Default Game map set to SubwaySequencer_P
#jira UE-31108
Change 2985660 on 2016/05/20 by Michael.Gay
Removing unused track animation
#jira UE-30804
Change 2985349 on 2016/05/20 by Dan.Oconnor
Fix for crash that occurs when repeatedly pasting and undoing an object with subobjects. We were not clearing the internal flags when recycling an object
#jira UE-30954
Change 2985346 on 2016/05/20 by Leslie.Nivison
Updating 4.12 credit
#jira UEPROD-820
Change 2985297 on 2016/05/20 by Jamie.Dale
Fixed VS version detection
It was checking the file version (which is 12), rather than the VS version (which is 12 for 2013, and 14 for 2015).
#jira UE-30977
Change 2985233 on 2016/05/20 by Gareth.Martin
Fixed crash when building lighting when using "Use Landscape Lightmap" on landscape grass
#jira UE-30975
Change 2985184 on 2016/05/20 by Chris.Babcock
Move audio warning to show proper error result code
#jira UE-31085
#ue4
#android
Change 2985183 on 2016/05/20 by Chad.Taylor
GoogleVR disabled by default
#jira UE-30921
Change 2985145 on 2016/05/20 by Jack.Porter
Fix for precision issue causing blocky landscape LOD on iPad Pro and several other iOS devices
#jira UE-24792
Change 2985124 on 2016/05/20 by Alex.Delesky
#jira UE-29794
If the editor cannot find the SSL DLLs when enabling the Perforce source control plugin, it will now display a warning in the Source Control log instead of crashing.
Change 2985066 on 2016/05/20 by Lee.Clark
Fix r.SelectiveBasePassOutputs so that it defaults to off
#jira UE-30133
Change 2985063 on 2016/05/20 by Allan.Bentham
Fix for modulated shadow precision issues on low end android hardware.
#jira UE-29083
Change 2985061 on 2016/05/20 by Max.Chen
Viewport: Fix crash when the viewport widget is null.
#jira UE-31050
Change 2985059 on 2016/05/20 by Rolando.Caloca
UE4.12 - Workaround for crash trying to track down other crash
#jira UE-30875
Change 2984876 on 2016/05/20 by Richard.TalbotWatkin
Made SceneOutliner visibility code safer, to avoid a potential crash.
#jira UE-30831 - [CrashReport] UE4Editor_SceneOutliner!SceneOutliner::FGetVisibilityVisitor::RecurseChildren() [sceneoutlinergutter.cpp:24]
Change 2984873 on 2016/05/20 by Richard.TalbotWatkin
Clipped selection box bounds in Matinee viewport to prevent crash when reading outside of the viewport area.
#jira UE-30968 - Ctrl+Alt selection drag inside to outside of Matinee window will crash the editor
Change 2984844 on 2016/05/20 by Matthew.Griffin
Fixing compile error in mono games
Change 2984825 on 2016/05/20 by Robert.Manuszewski
When the application crashes becaused the GPU driver was disabled, make sure the CrashReporterClient window gets the updated screen metrics after the driver is restored.
#jira UE-30556
Change 2984693 on 2016/05/20 by Phillip.Kavan
[UE-30495] Fix BP editor crash on component rename following undo of component add action.
change summary:
- modified USimpleConstructionScript::CreateNode() to create the initial component template object in the transient package, so that subsequent undo actions restore to that state rather than to a valid BPGC-owned state.
- modified StaticConstructObject_Internal() to restore the inclusion of RF_ArchetypeObject-flagged objects in the logic that sets new objects to 'PendingKill' state before recording them into the transaction buffer. this ensures that they can be GC'd when construction is undone in the editor. Tested against sample/repro steps in UE-21240 to ensure that it no longer crashes even with the original change from CL# 2832225 reverted (that fix has since been superceded).
#jira UE-30495
Change 2984684 on 2016/05/20 by Phillip.Kavan
[UE-30852] Fix BPGC custom property list delta generation & post-construct initialization/serialization to properly handle array values that differ from default in length but not inner element values.
change summary:
- modified UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction()/BuildCustomArrayPropertyListForPostConstruction() to return a boolean value indicating whether or not a delta value was detected.
- modified UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() and FBlueprintEditorUtils::BuildComponentInstancingData() to ensure that array properties are emitted to delta property lists if the size differs from default, even if none of the elements actually differ from the default value
- removed the ensure() for the array property case in FObjectInitializer::InitPropertiesFromCustomList(), as it is now a valid case to encounter an array property delta value without any actual delta element value overrides following it in the custom property stream
- restored the bCanUsePostConstructLink optimization for non-native class types in FObjectInitializer::InitProperties()
- modified UArrayProperty::SerializeItem() for the ArUseCustomPropertyList case to not empty the array when a resize is needed on load (read) - this fixes an edge case in the cooked BP component data stream when array size differed from default but only one or more of the inner values actually differed, in which case all the array slots were being reset (constructed/zeroed) but only the overridden value was being serialized (loaded) from the template data stream
#jira UE-30852
Change 2984651 on 2016/05/19 by Zabir.Hoque
Forcing GoogleVR plugin to disabled by default since its causing even non HDM machines to render split foveated viewports.
#CodeReview: Chad.Taylor, Nick.Whiting
#jira UE-30921
Change 2984636 on 2016/05/19 by Zabir.Hoque
Explicitly store the cubemap resolution in encoded reflection data.
#CodeReview Daniel.Wright, Marcus.Wassmer
#jira UE-30341
Change 2984454 on 2016/05/19 by Rolando.Caloca
UE4.12 - Fix for vulkan failing to load shader
Integration mirroring changelist 2984432
#jira UE-28140
Change 2984452 on 2016/05/19 by Marcus.Wassmer
#jira UE-31054
Remove autocompletion for ToggleRHIThread and ShowMaterialDrawEvents as they no longer do anything
Change 2984415 on 2016/05/19 by Dan.Oconnor
Fix for crash when we fail to spawn the preview actor because the desired class is deprecated
#jira UE-31027
Change 2984376 on 2016/05/19 by Dan.Oconnor
Fix for regression in GetClassDefaults - we were not handling the 'None' case
#jira UE-31034
Change 2984316 on 2016/05/19 by Aaron.McLeran
#jira UE-31049 Updating the Oculus Audio SDK to vs 1.02
#tests Ran updated SDK in several test maps, confirmed HRTF spatialization is working.
Change 2984315 on 2016/05/19 by Lina.Halper
Fix issue with importing morphtarget LOD when it's missing between
#jira: UE-30949
Change 2984237 on 2016/05/19 by Dan.Oconnor
Fix for ensure/possible stale memory access in UpdateOverlaps
#jira UE-30919
Change 2984170 on 2016/05/19 by Max.Chen
Movie Capture: Another pass at texture streaming fix for movie capture.
#jira UE-30986
Change 2984134 on 2016/05/19 by Chad.Taylor
Mac compiler warning fix
#jira UE-30921
Change 2983903 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30562 Replaced cube With BSP for Floor
Change 2983840 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30979 Fixed Typo in one of the Stands
Change 2983662 on 2016/05/19 by Ben.Marsh
GitHub: Add an exception to allow GoogleVR files to be mirrored to GitHub
Change 2983653 on 2016/05/19 by Chris.Bunner
Modifed previous change to fixup incorrect ensures.
#jira UE-30877
Change 2983599 on 2016/05/19 by Chris.Bunner
Added ensure and null ptr check to canvas flush.
#jira UE-30877
Change 2983596 on 2016/05/19 by Chad.Taylor
FluffyBunny
#jira UE-30921
Change 2983534 on 2016/05/19 by Brian.Karis
4.12 fix per pixel translucency
#jira UE-30902
Change 2983530 on 2016/05/19 by Chris.Babcock
Broadcast EMediaEvent::MediaOpened when media opened successfully
#jira UE-31006
#ue4
#android
Change 2983427 on 2016/05/19 by Richard.TalbotWatkin
Conflated "Import" and "Import Scene" in the File menu; the new action is called "Import Into Level". Limited the allowed file types to .t3d and .fbx.
#jira UE-30891 - CRASH: Editor crashes when Importing Actors via File > Import
Change 2983386 on 2016/05/19 by Michael.Gay
minor last tweaks
#jira UE-30804
Change 2983280 on 2016/05/19 by Gil.Gribb
UE4 - Fixed crash in FHierarchicalStaticMeshSceneProxy related to reflection captures and foliage.
#jira UE-30837
Change 2983079 on 2016/05/18 by Max.Chen
Movie Capture: Fix so that texture streaming option for movie capture is set when capturing in editor.
#jira UE-30986
Change 2983078 on 2016/05/18 by Dmitriy.Dyomin
Added more logging to track UE-30878
#jira UE-30878
Change 2983067 on 2016/05/18 by Dmitriy.Dyomin
Fixed: Mobile HDR Path doesn't work on GearVR
#jira UE-11846
Change 2983049 on 2016/05/18 by Max.Chen
Movie Capture: Fix crash on movie rendering when in HDR mode.
#jira UE-30978
Change 2982825 on 2016/05/18 by Mark.Satterthwaite
Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
#jira UE-30710
Change 2982697 on 2016/05/18 by Marc.Audy
Fix Orion DataProvider use of AddReferencedObjects in light of CL# 2982607
#jira UE-00000
Change 2982546 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30862 resaved A bunc hof assets to Fix to attempt to fix Build Warnings
Change 2982533 on 2016/05/18 by Daniel.Lamb
When you package if you haven't saved the changes will not be reflected in the game.
#jira UE-30904
Change 2982415 on 2016/05/18 by Marc.Audy
Bring forgotten 4.11 CL# 2928377 to 4.12
Ensure that the compiler will throw an error when passing a non-UObject* TArray to AddReferencedObjects
#jira UE-28933
Change 2982358 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30546 Updated TP_VehicleAdvPawn Chase Camera Location
Change 2982280 on 2016/05/18 by Martin.Mittring
UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project
#jira:UE-26409
Change 2982229 on 2016/05/18 by Max.Chen
Sequencer: Add tick prerequisites so that the level sequence actor ticks before all of the actors that it controls. This fixes some inconsistencies in the movie rendered frames not matching what's in editor.
#jira UE-30755
Change 2982080 on 2016/05/18 by Max.Chen
Sequence Recorder: Fix crash when component class to record is null.
#jira UE-30944
Change 2982041 on 2016/05/18 by Marcus.Wassmer
Protect against crashes reading from a null texture.
#jira UE-30834
Change 2981915 on 2016/05/18 by Allan.Bentham
Do not mosaic encode for modulate blend operations.
Fixes dark 'halos' around mod shadows.
#jira UE-29083
Change 2981911 on 2016/05/18 by michael.gay
Set framing in sequencer, set start to 200
#jira UE-30633
Change 2981904 on 2016/05/18 by Chase.McAllister
#jira UE-30943 Removing unused asset to fix DDC compiling bug
Change 2981894 on 2016/05/18 by Michael.Gay
removed old cameras, changed start frame to remove black at head of sequence
#jira UE-30633
Change 2981827 on 2016/05/18 by Gareth.Martin
Fixed crash when entering landscape mode while a landscape is selected while simulating
- Landscape infos no longer get created for PIE/Simulate landscapes (they were empty anyway)
#jira UE-30917
Change 2981725 on 2016/05/18 by Keith.Judge
Xbox One - Fix issues with DFAO/DF Shadowing. Problems were in RHIUpdateTexture3D(). Needed to ensure temp texture had the correct bind flags, etc, and also use the graphics context rather than the DMA context to do the copying, as for some reason the DMA engine corrupts some pixels of the distance field atlas texture.
#jira UE-27591
Change 2981466 on 2016/05/17 by Max.Chen
Merge from Chris Bunner from Dev-SequencerGDC - Frame state fixes when Sequencer is paused; No velocity in AA, Clamp motion blur scale, Clamp to scatter blur method.
#jira UE-30576
Change 2981403 on 2016/05/17 by Dan.Oconnor
Fix for overzealous filtering of classes with Within markup
#jira UE-29878
Change 2981342 on 2016/05/17 by Dan.Oconnor
Removing overzealous check. In Dev-BP this has already been downgraded to an ensure, but no reason to ensure now that we understand why it happens.
#jira UE-30792
Change 2981318 on 2016/05/17 by Max.Preussner
Sequencer: Fixed crash when scrubbing attached audio tracks; reduced nesting (UE-30923)
#jira: UE-30923
Change 2981221 on 2016/05/17 by Dan.Oconnor
Preventing spawning components with 'Within' markup specified, it is unsupported by the SCSEditor and Core UObject logic at this time. Likely logic is CoreUObject needs to avoid type checking for RF_ArchetypeObject instances and the SCSEditor needs to be more consistent about using that flag on its template objects
#jira UE-29878
Change 2981169 on 2016/05/17 by Marc.Audy
Gracefully handle invalid GameSingleton class name in ini file
Remove unused DefaultPreviewPawnClass and ClassName from Engine
#jira UE-30829
Change 2981104 on 2016/05/17 by Mieszko.Zielinski
Made AISenses not send information to listeners that are not registered for given sense #UE4
#jira UE-29939
Change 2981086 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30568 Added a check to make sure index being accessed was valid (BP_DemoRoom)
Change 2980755 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30706 Set material to use Translucent Blend
Change 2980753 on 2016/05/17 by Jon.Nabozny
Initialize FBox used to store result for CalculateQuatACF96Bounds (bump from //UE4/Dev-Framework).
#JIRA UE-30846
Change 2980682 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30570, UE-30575 Corrected Some Spellings
Change 2980559 on 2016/05/17 by Mieszko.Zielinski
Changed UNavigationSystem.AgentToNavDataMap to store weak object pointers rather than raw painters #UE4
This should make it immune to navigation data beging destroyed and not removed from AgentToNavDataMap.
#jira UE-30836
Change 2980504 on 2016/05/17 by Daniel.Wright
Integrate - Movable skylight now matches stationary for subsurface shading models
* Two sided was broken in 4.11, Subsurface had never been handled
#jira UE-30855
Change 2980467 on 2016/05/17 by Jamie.Dale
Added some checks to avoid temporary worlds being added as favorites
#jira UE-30613
Change 2980379 on 2016/05/17 by Jurre.deBaare
Fix for static mesh merging, little too eager with changes.
#jira UE-30808
Change 2980373 on 2016/05/17 by Gareth.Martin
Fixed shader compile errors when applying a speedtree material to a landscape spline
#jira UE-25820
Change 2980318 on 2016/05/17 by Gareth.Martin
Fixed crash when calling EditorApplySpline with a null spline component
Also stopped it doing anything in PIE (it's for blutilities, not runtime)
#jira UE-30830
Change 2980300 on 2016/05/17 by Marc.Audy
Treat Unreachable components the same as BeginDestroyed for endplay/cleanup purposes
#jira UE-30839
Change 2980298 on 2016/05/17 by Gareth.Martin
Fixed crash when loading landscape projects that used tessellation
#jira UE-30742
Change 2980296 on 2016/05/17 by Martin.Wilson
Fix crash accessing sync names from a child anim bp
#jira UE-30811
Change 2980289 on 2016/05/17 by Jurre.deBaare
Fix for regression with merge actor tab
#jira UE-30809
Change 2980272 on 2016/05/17 by Ori.Cohen
Make sure that root components do not get attached to non root components in the same actor. Fixes crash in scene outliner and other weird issues.
#JIRA UE-30876
Change 2980206 on 2016/05/17 by Keith.Judge
Xbox One - Bit the bullet and rewrote the occlusion query buffer handling so that we're not reliant on a finite ring buffer. Instead, each query has a small buffer of its own. removing the dependency of ordering when reading back the results. This should save memory on smaller maps too!
#jira UE-30581
#jira UEPLAT-623
Change 2980094 on 2016/05/17 by Matthew.Griffin
Added OSVR dlls to InstalledEngineFilters.ini so that they are included in Launcher build even though the plugin is disabled by default
#jira UE-30611
Change 2979935 on 2016/05/17 by Aaron.Herzog
#jira UE-30619 updating owen sk mesh with proper morph
Change 2979816 on 2016/05/16 by Chad.Taylor
Fix to address a crash related to multiple player VR Preview
#jira UE-20109
Change 2979744 on 2016/05/16 by Mike.Beach
Disabling Blueprint spawning, InitProperties() optimization until we can figure out why it is not filling out array properties properly.
#jira UE-30745
Change 2979743 on 2016/05/16 by Mike.Beach
Mirroring CL 2977497
Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties).
#jira UE-26392
Change 2979544 on 2016/05/16 by Daniel.Wright
Fixed crash with RTDF shadows when r.DistanceFieldAO was disabled
#jira UE-26319
Change 2979477 on 2016/05/16 by michael.gay
Remove errant Play Rate track.
#jira UE-30633
Change 2979464 on 2016/05/16 by Mark.Satterthwaite
Duplicate CL #2945444: Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn.
#jira UE-30849
Change 2979441 on 2016/05/16 by Rolando.Caloca
UE4.12 - vk - Fix quitting taking a long time
#jira UE-28239
Change 2979315 on 2016/05/16 by Michael.Trepka
Rollback //UE4/Release-4.12/Engine/Source/Programs/UnrealBuildTool/System/XcodeProject.cs to revision 1
#jira UE-28016
Change 2979304 on 2016/05/16 by Jamie.Dale
Backing out some changes from CL# 2976673
These caused an issue with Slate hit-testing. The more correct fix here is to make the Slate Windows OS layer treat window positions as relative to the top-left of the window client area, rather than relative to the top-left of the window itself (which includes the OS border). This now matches what other platforms do.
To this end, FWindowsWindow::Initialize, FWindowsWindow::MoveWindowTo, and FWindowsWindow::ReshapeWindow all now consider the given window position to be relative to the window client area, and will consistently adjust it to relative to the window before moving/creating the OS window. This only impacts windows with OS borders (aka, non-fullscreen and non-Slate drawn windows).
#jira UE-30276
#jira UE-30677
#jira UE-30771
Change 2979077 on 2016/05/16 by Maciej.Mroz
#jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone
merged from 2979069
Change 2979052 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving Maps to fix project warning
Change 2978984 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving start video assests that contained empty engine version
Change 2978806 on 2016/05/16 by Mieszko.Zielinski
Fixed EQS tests' scoring equation value getting reset on load #UE4
#jira UE-30470
Change 2978670 on 2016/05/16 by Max.Preussner
Media: Workaround for changing Media asset path can cause crash (UE-22691)
#jira: UE-22691
Change 2978638 on 2016/05/16 by Michael.Gay
Cleanup of old maps in SubwaySequencer project
#jira UE-30633
Change 2978636 on 2016/05/16 by Jamie.Dale
Added guard against a crash navigating through a menu
#jira UE-30698
Change 2978611 on 2016/05/16 by Lee.Clark
PS4 - Fix RenderTargetOutputFormat using the wrong output index for velocity rendering when using r.BasePassOutputsVelocity=True
#jira UE-30133
Change 2978596 on 2016/05/16 by Allan.Bentham
Extend iOS metal Z bias offset to all iOS (metal+gles) depth only shaders.
#jira UE-27530
Change 2978566 on 2016/05/16 by Jamie.Dale
Downgraded some checks to ensures and added more logging
#jira UE-30613
Change 2978399 on 2016/05/16 by Keith.Judge
Xbox One - Fix check() firing when we run out of occlusion buffer space. Also added occlusion query result caching (perf gain!).
#jira UE-30581
Change 2978323 on 2016/05/16 by Jurre.deBaare
Merge actor panel crashes when selecting a mesh component without static mesh
#fix display 'No Static Mesh' when none is available
#jira UE-30809
Change 2978322 on 2016/05/16 by Jurre.deBaare
Issue with merging meshes resulting data saved across different LOD levels
#fix use correct target LOD index for all source LODs
#jira UE-30808
#lockdown Nick.Penwarden
[CL 2999693 by Ben Marsh in Main branch]
2016-06-03 11:49:20 -04:00
const float ShadowResolutionFractionY = 0.5f * ( float ) TileResolutionY * InvBufferResolutionY ;
2014-03-14 14:13:41 -04:00
// Calculate the matrix to transform a screenspace position into shadow map space
2015-09-29 18:12:11 -04:00
FMatrix ScreenToShadow =
// Z of the position being transformed is actually view space Z,
// Transform it into post projection space by applying the projection matrix,
// Which is the required space before applying View.InvTranslatedViewProjectionMatrix
FMatrix (
FPlane ( 1 , 0 , 0 , 0 ) ,
FPlane ( 0 , 1 , 0 , 0 ) ,
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
FPlane ( 0 , 0 , View . ViewMatrices . GetProjectionMatrix ( ) . M [ 2 ] [ 2 ] , 1 ) ,
FPlane ( 0 , 0 , View . ViewMatrices . GetProjectionMatrix ( ) . M [ 3 ] [ 2 ] , 0 ) ) *
2014-03-14 14:13:41 -04:00
// Transform the post projection space position into translated world space
// Translated world space is normal world space translated to the view's origin,
// Which prevents floating point imprecision far from the world origin.
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
View . ViewMatrices . GetInvTranslatedViewProjectionMatrix ( ) *
2014-03-14 14:13:41 -04:00
// Translate to the origin of the shadow's translated world space
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
FTranslationMatrix ( PreShadowTranslation - View . ViewMatrices . GetPreViewTranslation ( ) ) *
2014-03-14 14:13:41 -04:00
// Transform into the shadow's post projection space
// This has to be the same transform used to render the shadow depths
SubjectAndReceiverMatrix *
// Scale and translate x and y to be texture coordinates into the ShadowInfo's rectangle in the shadow depth buffer
// Normalize z by MaxSubjectDepth, as was done when writing shadow depths
FMatrix (
FPlane ( ShadowResolutionFractionX , 0 , 0 , 0 ) ,
FPlane ( 0 , - ShadowResolutionFractionY , 0 , 0 ) ,
FPlane ( 0 , 0 , InvMaxSubjectDepth , 0 ) ,
FPlane (
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
( TileOffsetX + BorderSize ) * InvBufferResolutionX + ShadowResolutionFractionX ,
( TileOffsetY + BorderSize ) * InvBufferResolutionY + ShadowResolutionFractionY ,
2014-03-14 14:13:41 -04:00
0 ,
1
)
) ;
2015-09-29 18:12:11 -04:00
return ScreenToShadow ;
2014-03-14 14:13:41 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
FMatrix FProjectedShadowInfo : : GetWorldToShadowMatrix ( FVector4 & ShadowmapMinMax , const FIntPoint * ShadowBufferResolutionOverride ) const
2014-03-14 14:13:41 -04:00
{
2014-11-10 15:40:54 -05:00
FIntPoint ShadowBufferResolution = ( ShadowBufferResolutionOverride ) ? * ShadowBufferResolutionOverride : GetShadowBufferResolution ( ) ;
2014-03-14 14:13:41 -04:00
const float InvBufferResolutionX = 1.0f / ( float ) ShadowBufferResolution . X ;
const float ShadowResolutionFractionX = 0.5f * ( float ) ResolutionX * InvBufferResolutionX ;
const float InvBufferResolutionY = 1.0f / ( float ) ShadowBufferResolution . Y ;
const float ShadowResolutionFractionY = 0.5f * ( float ) ResolutionY * InvBufferResolutionY ;
const FMatrix WorldToShadowMatrix =
// Translate to the origin of the shadow's translated world space
FTranslationMatrix ( PreShadowTranslation ) *
// Transform into the shadow's post projection space
// This has to be the same transform used to render the shadow depths
SubjectAndReceiverMatrix *
// Scale and translate x and y to be texture coordinates into the ShadowInfo's rectangle in the shadow depth buffer
// Normalize z by MaxSubjectDepth, as was done when writing shadow depths
FMatrix (
FPlane ( ShadowResolutionFractionX , 0 , 0 , 0 ) ,
FPlane ( 0 , - ShadowResolutionFractionY , 0 , 0 ) ,
FPlane ( 0 , 0 , InvMaxSubjectDepth , 0 ) ,
FPlane (
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
( X + BorderSize ) * InvBufferResolutionX + ShadowResolutionFractionX ,
( Y + BorderSize ) * InvBufferResolutionY + ShadowResolutionFractionY ,
2014-03-14 14:13:41 -04:00
0 ,
1
)
) ;
ShadowmapMinMax = FVector4 (
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
( X + BorderSize ) * InvBufferResolutionX ,
( Y + BorderSize ) * InvBufferResolutionY ,
( X + BorderSize * 2 + ResolutionX ) * InvBufferResolutionX ,
( Y + BorderSize * 2 + ResolutionY ) * InvBufferResolutionY ) ;
2014-03-14 14:13:41 -04:00
return WorldToShadowMatrix ;
}
void FProjectedShadowInfo : : UpdateShaderDepthBias ( )
{
float DepthBias = 0 ;
if ( IsWholeScenePointLightShadow ( ) )
{
DepthBias = CVarPointLightShadowDepthBias . GetValueOnRenderThread ( ) * 512.0f / FMath : : Max ( ResolutionX , ResolutionY ) ;
2014-05-30 12:38:22 -04:00
// * 2.0f to be compatible with the system we had before ShadowBias
DepthBias * = 2.0f * LightSceneInfo - > Proxy - > GetUserShadowBias ( ) ;
2014-03-14 14:13:41 -04:00
}
else if ( IsWholeSceneDirectionalShadow ( ) )
{
2015-01-23 17:48:57 -05:00
check ( CascadeSettings . ShadowSplitIndex > = 0 ) ;
2014-03-14 14:13:41 -04:00
// the z range is adjusted to we need to adjust here as well
DepthBias = CVarCSMShadowDepthBias . GetValueOnRenderThread ( ) / ( MaxSubjectZ - MinSubjectZ ) ;
float WorldSpaceTexelScale = ShadowBounds . W / ResolutionX ;
DepthBias * = WorldSpaceTexelScale ;
DepthBias * = LightSceneInfo - > Proxy - > GetUserShadowBias ( ) ;
}
else if ( bPreShadow )
{
// Preshadows don't need a depth bias since there is no self shadowing
DepthBias = 0 ;
}
else
{
// per object shadows
if ( bDirectionalLight )
{
// we use CSMShadowDepthBias cvar but this is per object shadows, maybe we want to use different settings
// the z range is adjusted to we need to adjust here as well
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
DepthBias = CVarPerObjectDirectionalShadowDepthBias . GetValueOnRenderThread ( ) / ( MaxSubjectZ - MinSubjectZ ) ;
2014-03-14 14:13:41 -04:00
float WorldSpaceTexelScale = ShadowBounds . W / FMath : : Max ( ResolutionX , ResolutionY ) ;
DepthBias * = WorldSpaceTexelScale ;
DepthBias * = 0.5f ; // avg GetUserShadowBias, in that case we don't want this adjustable
}
else
{
// spot lights (old code, might need to be improved)
const float LightTypeDepthBias = CVarSpotLightShadowDepthBias . GetValueOnRenderThread ( ) ;
DepthBias = LightTypeDepthBias * 512.0f / ( ( MaxSubjectZ - MinSubjectZ ) * FMath : : Max ( ResolutionX , ResolutionY ) ) ;
2014-05-30 12:38:22 -04:00
// * 2.0f to be compatible with the system we had before ShadowBias
DepthBias * = 2.0f * LightSceneInfo - > Proxy - > GetUserShadowBias ( ) ;
2014-03-14 14:13:41 -04:00
}
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
// Prevent a large depth bias due to low resolution from causing near plane clipping
DepthBias = FMath : : Min ( DepthBias , .1f ) ;
2014-03-14 14:13:41 -04:00
}
ShaderDepthBias = FMath : : Max ( DepthBias , 0.0f ) ;
}
float FProjectedShadowInfo : : ComputeTransitionSize ( ) const
{
float TransitionSize = 1 ;
if ( IsWholeScenePointLightShadow ( ) )
{
// todo: optimize
TransitionSize = bDirectionalLight ? ( 1.0f / CVarShadowTransitionScale . GetValueOnRenderThread ( ) ) : ( 1.0f / CVarSpotLightShadowTransitionScale . GetValueOnRenderThread ( ) ) ;
2014-05-30 12:38:22 -04:00
// * 2.0f to be compatible with the system we had before ShadowBias
TransitionSize * = 2.0f * LightSceneInfo - > Proxy - > GetUserShadowBias ( ) ;
2014-03-14 14:13:41 -04:00
}
else if ( IsWholeSceneDirectionalShadow ( ) )
{
2015-01-23 17:48:57 -05:00
check ( CascadeSettings . ShadowSplitIndex > = 0 ) ;
2014-03-14 14:13:41 -04:00
// todo: remove GetShadowTransitionScale()
// make 1/ ShadowTransitionScale, SpotLightShadowTransitionScale
// the z range is adjusted to we need to adjust here as well
TransitionSize = CVarCSMShadowDepthBias . GetValueOnRenderThread ( ) / ( MaxSubjectZ - MinSubjectZ ) ;
float WorldSpaceTexelScale = ShadowBounds . W / ResolutionX ;
TransitionSize * = WorldSpaceTexelScale ;
TransitionSize * = LightSceneInfo - > Proxy - > GetUserShadowBias ( ) ;
}
else if ( bPreShadow )
{
// Preshadows don't have self shadowing, so make sure the shadow starts as close to the caster as possible
TransitionSize = 0.00001f ;
}
else
{
// todo: optimize
TransitionSize = bDirectionalLight ? ( 1.0f / CVarShadowTransitionScale . GetValueOnRenderThread ( ) ) : ( 1.0f / CVarSpotLightShadowTransitionScale . GetValueOnRenderThread ( ) ) ;
2014-05-30 12:38:22 -04:00
// * 2.0f to be compatible with the system we had before ShadowBias
TransitionSize * = 2.0f * LightSceneInfo - > Proxy - > GetUserShadowBias ( ) ;
2014-03-14 14:13:41 -04:00
}
return TransitionSize ;
}
/*-----------------------------------------------------------------------------
FDeferredShadingSceneRenderer
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
/**
* Used by RenderLights to figure out if projected shadows need to be rendered to the attenuation buffer .
*
* @ param LightSceneInfo Represents the current light
* @ return true if anything needs to be rendered
*/
2014-09-12 17:21:49 -04:00
bool FSceneRenderer : : CheckForProjectedShadows ( const FLightSceneInfo * LightSceneInfo ) const
2014-03-14 14:13:41 -04:00
{
// Find the projected shadows cast by this light.
const FVisibleLightInfo & VisibleLightInfo = VisibleLightInfos [ LightSceneInfo - > Id ] ;
for ( int32 ShadowIndex = 0 ; ShadowIndex < VisibleLightInfo . AllProjectedShadows . Num ( ) ; ShadowIndex + + )
{
const FProjectedShadowInfo * ProjectedShadowInfo = VisibleLightInfo . AllProjectedShadows [ ShadowIndex ] ;
// Check that the shadow is visible in at least one view before rendering it.
bool bShadowIsVisible = false ;
for ( int32 ViewIndex = 0 ; ViewIndex < Views . Num ( ) ; ViewIndex + + )
{
const FViewInfo & View = Views [ ViewIndex ] ;
if ( ProjectedShadowInfo - > DependentView & & ProjectedShadowInfo - > DependentView ! = & View )
{
continue ;
}
const FVisibleLightViewInfo & VisibleLightViewInfo = View . VisibleLightInfos [ LightSceneInfo - > Id ] ;
bShadowIsVisible | = VisibleLightViewInfo . ProjectedShadowVisibilityMap [ ShadowIndex ] ;
}
if ( bShadowIsVisible )
{
return true ;
}
}
return false ;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
bool FDeferredShadingSceneRenderer : : InjectReflectiveShadowMaps ( FRHICommandListImmediate & RHICmdList , const FLightSceneInfo * LightSceneInfo )
2014-03-14 14:13:41 -04:00
{
FVisibleLightInfo & VisibleLightInfo = VisibleLightInfos [ LightSceneInfo - > Id ] ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
// Inject the RSM into the LPVs
for ( int32 ShadowIndex = 0 ; ShadowIndex < VisibleLightInfo . RSMsToProject . Num ( ) ; ShadowIndex + + )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
FProjectedShadowInfo * ProjectedShadowInfo = VisibleLightInfo . RSMsToProject [ ShadowIndex ] ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
check ( ProjectedShadowInfo - > bReflectiveShadowmap ) ;
if ( ProjectedShadowInfo - > bAllocated & & ProjectedShadowInfo - > DependentView )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
FSceneViewState * ViewState = ( FSceneViewState * ) ProjectedShadowInfo - > DependentView - > State ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
FLightPropagationVolume * LightPropagationVolume = ViewState ? ViewState - > GetLightPropagationVolume ( FeatureLevel ) : NULL ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
if ( LightPropagationVolume )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
if ( ProjectedShadowInfo - > bWholeSceneShadow )
2014-10-06 10:05:28 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
LightPropagationVolume - > InjectDirectionalLightRSM (
RHICmdList ,
* ProjectedShadowInfo - > DependentView ,
( const FTexture2DRHIRef & ) ProjectedShadowInfo - > RenderTargets . ColorTargets [ 0 ] - > GetRenderTargetItem ( ) . ShaderResourceTexture ,
( const FTexture2DRHIRef & ) ProjectedShadowInfo - > RenderTargets . ColorTargets [ 1 ] - > GetRenderTargetItem ( ) . ShaderResourceTexture ,
( const FTexture2DRHIRef & ) ProjectedShadowInfo - > RenderTargets . DepthTarget - > GetRenderTargetItem ( ) . ShaderResourceTexture ,
* ProjectedShadowInfo ,
LightSceneInfo - > Proxy - > GetColor ( ) ) ;
2014-03-14 14:13:41 -04:00
}
}
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
return true ;
}
2015-06-25 08:36:35 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
extern int32 GCapsuleShadows ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
bool FSceneRenderer : : RenderShadowProjections ( FRHICommandListImmediate & RHICmdList , const FLightSceneInfo * LightSceneInfo , bool bProjectingForForwardShading , bool bMobileModulatedProjections )
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
{
FVisibleLightInfo & VisibleLightInfo = VisibleLightInfos [ LightSceneInfo - > Id ] ;
FSceneRenderTargets & SceneContext = FSceneRenderTargets : : Get ( RHICmdList ) ;
if ( bMobileModulatedProjections )
2015-06-25 08:36:35 -04:00
{
2015-07-15 11:03:51 -04:00
SceneContext . BeginRenderingSceneColor ( RHICmdList , ESimpleRenderTargetMode : : EExistingColorAndDepth , FExclusiveDepthStencil : : DepthRead_StencilWrite ) ;
2015-06-25 08:36:35 -04:00
}
else
{
// Normal deferred shadows render to light attenuation
SceneContext . BeginRenderingLightAttenuation ( RHICmdList ) ;
}
2014-03-14 14:13:41 -04:00
for ( int32 ViewIndex = 0 ; ViewIndex < Views . Num ( ) ; ViewIndex + + )
{
2014-10-20 10:43:43 -04:00
SCOPED_CONDITIONAL_DRAW_EVENTF ( RHICmdList , EventView , Views . Num ( ) > 1 , TEXT ( " View%d " ) , ViewIndex ) ;
2014-03-14 14:13:41 -04:00
const FViewInfo & View = Views [ ViewIndex ] ;
// Set the device viewport for the view.
2014-06-27 11:07:13 -04:00
RHICmdList . SetViewport ( View . ViewRect . Min . X , View . ViewRect . Min . Y , 0.0f , View . ViewRect . Max . X , View . ViewRect . Max . Y , 1.0f ) ;
2014-03-14 14:13:41 -04:00
// Set the light's scissor rectangle.
2014-06-27 11:07:13 -04:00
LightSceneInfo - > Proxy - > SetScissorRect ( RHICmdList , View ) ;
2014-03-14 14:13:41 -04:00
// Project the shadow depth buffers onto the scene.
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
for ( int32 ShadowIndex = 0 ; ShadowIndex < VisibleLightInfo . ShadowsToProject . Num ( ) ; ShadowIndex + + )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
FProjectedShadowInfo * ProjectedShadowInfo = VisibleLightInfo . ShadowsToProject [ ShadowIndex ] ;
if ( ProjectedShadowInfo - > bRayTracedDistanceField )
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
ProjectedShadowInfo - > RenderRayTracedDistanceFieldProjection ( RHICmdList , View , bProjectingForForwardShading ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
}
else if ( ProjectedShadowInfo - > bAllocated )
2014-03-14 14:13:41 -04:00
{
// Only project the shadow if it's large enough in this particular view (split screen, etc... may have shadows that are large in one view but irrelevantly small in others)
if ( ProjectedShadowInfo - > FadeAlphas [ ViewIndex ] > 1.0f / 256.0f )
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
if ( ProjectedShadowInfo - > bOnePassPointLightShadow )
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
ProjectedShadowInfo - > RenderOnePassPointLightProjection ( RHICmdList , ViewIndex , View , bProjectingForForwardShading ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
}
else
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
ProjectedShadowInfo - > RenderProjection ( RHICmdList , ViewIndex , & View , bProjectingForForwardShading , bMobileModulatedProjections ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
}
if ( ! bMobileModulatedProjections )
2015-06-25 08:36:35 -04:00
{
GRenderTargetPool . VisualizeTexture . SetCheckPoint ( RHICmdList , SceneContext . GetLightAttenuation ( ) ) ;
}
2014-03-14 14:13:41 -04:00
}
}
}
// Reset the scissor rectangle.
2014-06-27 11:07:13 -04:00
RHICmdList . SetScissorRect ( false , 0 , 0 , 0 , 0 ) ;
2014-03-14 14:13:41 -04:00
}
2015-08-06 11:18:28 -04:00
return true ;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
bool FDeferredShadingSceneRenderer : : RenderShadowProjections ( FRHICommandListImmediate & RHICmdList , const FLightSceneInfo * LightSceneInfo , bool & bInjectedTranslucentVolume )
2014-09-12 17:21:49 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
SCOPE_CYCLE_COUNTER ( STAT_ProjectedShadowDrawTime ) ;
SCOPED_DRAW_EVENT ( RHICmdList , ShadowProjectionOnOpaque ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3054480)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3045482 on 2016/07/11 by Zabir.Hoque
DX12 Quries need to individually track their syncpoints. Only when resolving a query on the same frame should be stall.
Change 3045929 on 2016/07/12 by Simon.Tovey
Removing some deprecated node types from Niagara
Change 3045951 on 2016/07/12 by Ben.Woodhouse
D3D11 Log detailed live device info on shutdown if the debug layer is enabled (including resource types)
Change 3046019 on 2016/07/12 by Chris.Bunner
Fixed typo in material input name.
#jira UE-5575
Change 3046053 on 2016/07/12 by Rolando.Caloca
DR - Fix GL4 shutdown
#jira UE-32799
Change 3046055 on 2016/07/12 by Rolando.Caloca
DR - vk - Fix NumInstances=0
Change 3046063 on 2016/07/12 by Rolando.Caloca
DR - vk - Added flat to uint layouts per glslang
- Fix bad extension on dumped shaders
Change 3046067 on 2016/07/12 by Rolando.Caloca
DR - vk - Fix check when not using color RT
- Added queue submit & present counters
Change 3046088 on 2016/07/12 by Ben.Woodhouse
Live GPU stats
A non-hierarchical realtime high level GPU profiler with support for cumulative stat recording.
Stats are added with SCOPED_GPU_STAT macros, e.g. SCOPED_GPU_STAT(RHICmdList, Stat_GPU_Distortion)
The bulk of the files in this change are simply instrumentation for the renderer. The core changes are in SceneUtils.cpp/h and D3D11Query.cpp (this is the XB1/DX11X implementation of timestamp RHI queries, which was missing)
Note: this is currently disabled by default. Enable with the cvar r.gpustatsenabled
Tested on PC, XB1, PS4
Change 3046128 on 2016/07/12 by Olaf.Piesche
Max draw distance and fade range for lights, requested by JonL
Change 3046183 on 2016/07/12 by Ben.Woodhouse
PR #2532: Fix SSAO being applied in unlit viewmode (Contributed by nick-penwarden)
Change 3046223 on 2016/07/12 by Luke.Thatcher
Fix Scene Cube Captures. SceneCaptureSource flag on the ViewFamily was not set for cube components.
#jira UE-32345
Change 3046228 on 2016/07/12 by Marc.Olano
Add Voronoi noise to Noise material node.
Four versions with differing speed/quality levels accessed through the Quality value in the material node. Tooltips give estimates of the cost of each.
Also includes spiffy new Rand3DPCG16 and Rand3DPCG32 int3 to int3 hash functions, and a 20% improvement on the computed gradient noise.
Change 3046269 on 2016/07/12 by Rolando.Caloca
DR - Skip flush on RHIDiscardRenderTargets and only use it on platforms that need it (ie OpenGL)
Change 3046294 on 2016/07/12 by Rolando.Caloca
DR - Fix static analyisis
warning C6326: Potential comparison of a constant with another constant.
Change 3046295 on 2016/07/12 by Rolando.Caloca
DR - Fix the previous fix
Change 3046731 on 2016/07/12 by Marc.Olano
Fix typo in shader random number constant: repeated extra digit made it too big.
Change 3046796 on 2016/07/12 by Uriel.Doyon
The texture streaming manager now keeps a set of all valid textures.
This is used to prevent from indirecting deleted memory upon SetTexturesRemovedTimestamp.
#jira UE-33048
Change 3046800 on 2016/07/12 by Rolando.Caloca
DR - vk - Added create image & renderpass dump
Change 3046845 on 2016/07/12 by John.Billon
Forgot to apply MaxGPUSkinBones Cvar access changes in a few locations.
Change 3047023 on 2016/07/12 by Olaf.Piesche
Niagara:
-a bit of cleanup
-now store and double buffer attributes individually, eliminating unnecessary copy of unused attributes
-removed FNiagaraConstantMap, replaced with an instance of FNiagaraConstants
-some code simplification
-removed some deprecated structs and code used only by old content
Change 3047052 on 2016/07/12 by Zabir.Hoque
Unshelved from pending changelist '3044062':
PR #2588: Adding blend mode BLEND_AlphaComposite (4.12) (Contributed by moritz-wundke)
Change 3047727 on 2016/07/13 by Luke.Thatcher
Fix Scene Capture Components only updating every other frame.
#jira UE-32581
Change 3047919 on 2016/07/13 by Olaf.Piesche
CMask decode, use in deferred decals, for PS4
Change 3047921 on 2016/07/13 by Uriel.Doyon
"Build Texture Streaming" will now remove duplicate error msg when computing texcoord scales.
Also, several texture messages are packed on the same line if they relate to the same material.
Change 3047952 on 2016/07/13 by Rolando.Caloca
DR - vk - Initial prep pass for separating combined images & samplers
Change 3048648 on 2016/07/13 by Marcus.Wassmer
Fix rare GPU hang when asynctexture reallocs would overlap with EndFrame
Change 3049058 on 2016/07/13 by Rolando.Caloca
DR - vk - timestamps
Change 3049725 on 2016/07/14 by Marcus.Wassmer
Fix autosdk bug where not having a platform directory sync'd at all would break manual SDK detection
Change 3049742 on 2016/07/14 by Rolando.Caloca
DR - Fix warning
Change 3049902 on 2016/07/14 by Rolando.Caloca
DR - Fix typo
Change 3050345 on 2016/07/14 by Olaf.Piesche
UE-23925
Clamping noise tessellation for beams at a high but sensible value; also making sure during beam index buffer building that we never get over 2^16 indices; this is a bit hokey, but there are so many variables that can influence triangle/index count, that this is the only way to be sure (short of nuking the entire site from orbit).
Change 3050409 on 2016/07/14 by Olaf.Piesche
Replicating 3049049; missing break and check for active particles when resolving a source point to avoid a potential crash
Change 3050809 on 2016/07/14 by Rolando.Caloca
DR - vk - Remove redundant validation layers
Change 3051319 on 2016/07/15 by Ben.Woodhouse
Fix for world space camera position not being exposed in decal pixel shaders; also fixes decal lighting missing spec and reflection
The fix was to calculate ResolvedView at the top of the shader. Previously this was not initialized
#jira UE-31976
Change 3051692 on 2016/07/15 by Rolando.Caloca
DR - vk - Enable RHI thread by default
Change 3052103 on 2016/07/15 by Uriel.Doyon
Disabled depth offset in depth only pixel shaders when using debug view shaders (to prevent Z fighting).
#jira UE-32765
Change 3052140 on 2016/07/15 by Rolando.Caloca
DR - vk - Fix shader snafu
Change 3052495 on 2016/07/15 by Rolando.Caloca
DR - Fix for Win32 compile
#jira UE-33349
Change 3052536 on 2016/07/15 by Uriel.Doyon
Fixed texture streaming overbudget warning when using per texture bias.
[CL 3054554 by Gil Gribb in Main branch]
2016-07-18 17:17:08 -04:00
SCOPED_GPU_STAT ( RHICmdList , Stat_GPU_ShadowProjection ) ;
2014-09-12 17:21:49 -04:00
FVisibleLightInfo & VisibleLightInfo = VisibleLightInfos [ LightSceneInfo - > Id ] ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
FSceneRenderer : : RenderShadowProjections ( RHICmdList , LightSceneInfo , false , false ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
for ( int32 ShadowIndex = 0 ; ShadowIndex < VisibleLightInfo . ShadowsToProject . Num ( ) ; ShadowIndex + + )
2014-09-12 17:21:49 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
FProjectedShadowInfo * ProjectedShadowInfo = VisibleLightInfo . ShadowsToProject [ ShadowIndex ] ;
2014-09-12 17:21:49 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
if ( ProjectedShadowInfo - > bAllocated
& & ProjectedShadowInfo - > bWholeSceneShadow
// Not supported on translucency yet
& & ! ProjectedShadowInfo - > bRayTracedDistanceField
// Don't inject shadowed lighting with whole scene shadows used for previewing a light with static shadows,
// Since that would cause a mismatch with the built lighting
// However, stationary directional lights allow whole scene shadows that blend with precomputed shadowing
& & ( ! LightSceneInfo - > Proxy - > HasStaticShadowing ( ) | | ProjectedShadowInfo - > IsWholeSceneDirectionalShadow ( ) ) )
2014-09-12 17:21:49 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
bInjectedTranslucentVolume = true ;
SCOPED_DRAW_EVENT ( RHICmdList , InjectTranslucentVolume ) ;
// Inject the shadowed light into the translucency lighting volumes
InjectTranslucentVolumeLighting ( RHICmdList , * LightSceneInfo , ProjectedShadowInfo ) ;
2014-09-12 17:21:49 -04:00
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
RenderCapsuleDirectShadows ( * LightSceneInfo , RHICmdList , VisibleLightInfo . CapsuleShadowsToProject , false ) ;
2014-09-12 17:21:49 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
for ( int32 ViewIndex = 0 ; ViewIndex < Views . Num ( ) ; ViewIndex + + )
2014-09-12 17:21:49 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
const FViewInfo & View = Views [ ViewIndex ] ;
2014-09-12 18:32:03 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
for ( int32 ShadowIndex = 0 ; ShadowIndex < VisibleLightInfo . ShadowsToProject . Num ( ) ; ShadowIndex + + )
2014-10-06 10:05:28 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
FProjectedShadowInfo * ProjectedShadowInfo = VisibleLightInfo . ShadowsToProject [ ShadowIndex ] ;
2014-10-06 10:05:28 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
if ( ProjectedShadowInfo - > bAllocated
& & ProjectedShadowInfo - > bWholeSceneShadow )
2015-03-02 08:00:04 -05:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
View . HeightfieldLightingViewInfo . ComputeShadowMapShadowing ( View , RHICmdList , ProjectedShadowInfo ) ;
2015-08-06 11:18:28 -04:00
}
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
return true ;
2015-06-25 08:36:35 -04:00
}
2016-06-08 16:02:23 -04:00
void FMobileSceneRenderer : : RenderModulatedShadowProjections ( FRHICommandListImmediate & RHICmdList )
2015-08-06 11:18:28 -04:00
{
2016-12-08 22:53:00 -05:00
if ( IsSimpleForwardShadingEnabled ( GetFeatureLevelShaderPlatform ( FeatureLevel ) ) | | ! ViewFamily . EngineShowFlags . DynamicShadows | | ! IsMobileHDR ( ) )
2015-06-25 08:36:35 -04:00
{
return ;
}
FSceneRenderTargets & SceneContext = FSceneRenderTargets : : Get ( RHICmdList ) ;
// render shadowmaps for relevant lights.
for ( TSparseArray < FLightSceneInfoCompact > : : TConstIterator LightIt ( Scene - > Lights ) ; LightIt ; + + LightIt )
{
const FLightSceneInfoCompact & LightSceneInfoCompact = * LightIt ;
FLightSceneInfo * LightSceneInfo = LightSceneInfoCompact . LightSceneInfo ;
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3088355 on 2016/08/13 by Max.Preussner
Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643)
#jira UE-34643
Change 3088331 on 2016/08/13 by Max.Preussner
Media: Fixed Failing to load Precached Media Source (UE-34285)
#jira UE-34285
Change 3088202 on 2016/08/12 by Zabir.Hoque
Porting DX12 Fix from MS:
Update D3D12 RHI for 4.13
- Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables.
#jira UE-0
Change 3088149 on 2016/08/12 by Mark.Satterthwaite
Duplicate CL #3087991:
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088131 on 2016/08/12 by Chris.Babcock
Fix iterative deploy for new ADB
#jira UE-34638
#ue4
#android
Change 3088106 on 2016/08/12 by Dan.Oconnor
Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references
#jira UE-34564
Change 3088099 on 2016/08/12 by Zabir.Hoque
Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done.
#Jira UE-27026
Change 3088072 on 2016/08/12 by Max.Chen
Sequencer: Level editor camera cut flag is now a one way gate
This resolves issues to do with the flag being erroneously reset by external forces.
#jira UE-33875
Change 3088031 on 2016/08/12 by Jeff.Campeau
Fix WinXP build issues in WmfMedia and SteamVR plugins.
#jira UE-32421
Change 3088025 on 2016/08/12 by Tom.Looman
Updated VR Template with new VR device ID blueprint node.
#jira ue-34592
Change 3088023 on 2016/08/12 by Tom.Looman
Added PS Move input handling support to VR Template.
#jira UE-34188
Change 3087989 on 2016/08/12 by Michael.Trepka
Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts.
#jira UE-34581
Change 3087907 on 2016/08/12 by mason.seay
New test assets for sub instance testing
#jira UE-29618
Change 3087812 on 2016/08/12 by Maciej.Mroz
#jira UE-34247 Nativized UMG assets not visible
Redone cl#3087726 from Dev-Blueprints
Change 3087810 on 2016/08/12 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor
Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library.
Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes.
#review-3087760 @nick.whiting
#jira UEVR-13
Change 3087795 on 2016/08/12 by Mitchell.Wilson
Added project thumbnail to subway sequencer.
Added thumbnails to subway sequencer levels.
Re-saved multiple files to resolve empty engine version and nodeguid warnings.
#jira UE-34521 UE-34519
Change 3087730 on 2016/08/12 by Michael.Trepka
Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml
#jira UE-34548
Change 3087699 on 2016/08/12 by Jeff.Campeau
Make resource generation fault tolerant of unset config values.
#jira UE-34614
Change 3087690 on 2016/08/12 by Mitchell.Wilson
Added a thumbnail for the BlueprintRenderToTarget level.
#jira UE-34544
Change 3087688 on 2016/08/12 by Marc.Audy
Fix headshot crash when tearing down physics when not registered
#jira UE-32935
Change 3087615 on 2016/08/12 by Ben.Woodhouse
Fix for crash in shadowsetup when frustum is invalid
#jira UE-33014
Change 3087607 on 2016/08/12 by Max.Chen
Sequencer: Fix Import/Export FBX
- Import FBX now maps arbitrary float properties as well as the transform
- Import/Export FBX now consistently operates on selected nodes or all nodes
- Fixed exported node names so that they're consistent with Sequencer node names
#jira UETOOL-534
Change 3087586 on 2016/08/12 by Chris.Babcock
Add HUAWEI_Mali device model recognition for Vulkan
#jira UE-34610
#ue4
#android
Change 3087529 on 2016/08/12 by Jurre.deBaare
Fix for crash when start index != 0 and sampling at a different rate
#jira UE-34637
Change 3087519 on 2016/08/12 by Ben.Marsh
Pass the -ignorejunk flag on to child UBT instance when running a clean.
Change 3087455 on 2016/08/12 by Jurre.deBaare
Alembic importer plugin needs proper logo
#fix Replaced icon with inverted official Alembic logo
#jira UE-34474
Change 3087360 on 2016/08/12 by Ben.Marsh
Print out the UBT command line before running it, to help diagnose -ignorejunk problem.
Change 3087285 on 2016/08/12 by Lina.Halper
- Add which animation it fails to compress
- Make sure it doesn't go in there unless you have skeleton
#jira: UE-34490
Change 3087237 on 2016/08/12 by Alex.Delesky
#jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene.
Change 3087215 on 2016/08/12 by danny.bouimad
#jira UE-29618 updated QA-AnimProfiles again...
Change 3087212 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated TM-PhysicalAnimProfiles again
Change 3087200 on 2016/08/12 by Robert.Manuszewski
Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway.
#jira UE-34373
Change 3087188 on 2016/08/12 by Matthew.Griffin
Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore
Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually
Change 3087160 on 2016/08/12 by Ben.Marsh
Propagate the -ignorejunk option when we're building UHT as a child process in UBT.
Change 3087148 on 2016/08/12 by Ben.Marsh
Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change.
Change 3087143 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder.
Change 3087140 on 2016/08/12 by Steve.Robb
GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs
I have no evidence that this actually fixes anything, but it doesn't harm anything to add it...
#jira UE-29286
Change 3087139 on 2016/08/12 by Steve.Robb
Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed.
This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module.
#jira UE-31575
Change 3087107 on 2016/08/12 by Jurre.deBaare
Alembic Import with empty first frame will cause the editor to crash
#jira UE-34515
#fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects
#misc added a static const value indicating the first frame instead of hardcoded 0 array accesors
#misc check condition fix in Runnable
#misc log now adds new page named after the imported Alembic file
Change 3087079 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Corrupted level package on loading cooked content
#jira UE-34591
Change 3087063 on 2016/08/12 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3087048 on 2016/08/12 by Matthew.Griffin
Changed Launcher Samples to create aggregate from property to avoid error in preflights
Only notify about Launcher Samples trigger in non-preflight builds
Change 3086985 on 2016/08/12 by Maciej.Mroz
#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]
Redone cl#3083825 from Dev-Blueprints
Change 3086960 on 2016/08/12 by Matthew.Griffin
Prevent Build DDC command from making DDC for platforms that aren't supported by project
#jira UEB-698
Change 3086945 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition
#jira UE-18291
Change 3086904 on 2016/08/11 by Lina.Halper
Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f
#jira: UE-34570
Change 3086891 on 2016/08/11 by Lina.Halper
DUPEFIX: CL 3086544 from Michael Noland
Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
#jira UE-34223
#tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...
#tests (from Lina H) started the test project from JIRA and PIE, and no crash.
Change 3086837 on 2016/08/11 by Nick.Whiting
Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation
#jira UE-32564
Change 3086797 on 2016/08/11 by Dmitry.Rekman
Linux: fix crash on editor exit (UE-30795, UE-7519).
- FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that.
#jira UE-30795
Change 3086735 on 2016/08/11 by Richard.TalbotWatkin
Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now.
#jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash
Change 3086726 on 2016/08/11 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : 2DVR
2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen.
-Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary.
#jira UEVR-13
#review-3086004 @chad.taylor @nick.whiting
Change 3086652 on 2016/08/11 by Dmitry.Rekman
Linux: re-enable ICU (UE-34012).
- Built static libs against libc++; disabled using dynamic ones.
- Fixes lack of rich text formatting.
#jira UE-34012
Change 3086648 on 2016/08/11 by Nick.Whiting
Adding support for getting the HMD Device name from code / blueprints
#jira UE-31785
Change 3086589 on 2016/08/11 by Chad.Taylor
Fixing Vive resolution on packaged builds
#jira UE-34535
Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt
Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead.
#jira UE-34397
Change 3086529 on 2016/08/11 by Marc.Audy
Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default)
#jira UE-34287
Change 3086376 on 2016/08/11 by Peter.Sauerbrei
remove cached file handle from iOS and Android to save memory during loads
#jira UE-31720
Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt
Guard against crash with corrupted editor layouts
#jira UE-34364
Change 3086345 on 2016/08/11 by Dan.Oconnor
ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time)
#jira UE-34380
Change 3086272 on 2016/08/11 by Cody.Albert
Updating First Person templates to fix cook errors
#jira UE-22726
Change 3086259 on 2016/08/11 by Nick.Whiting
Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used
#jira UE-31617
Change 3086202 on 2016/08/11 by Marcus.Wassmer
Duplicate 3086176 to fix broken shaderpipelines on PS4
#jira UE-34540
Change 3086080 on 2016/08/11 by mason.seay
Test animbp for sub anim instances
#jira UE-29618
Change 3086062 on 2016/08/11 by Tom.Looman
Migrate from //depot/usr/ into Release-4.13 for VR Template.
#jira ue-34533
Change 3086032 on 2016/08/11 by Mike.Beach
Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it).
#jira UE-34350
Change 3086025 on 2016/08/11 by Olaf.Piesche
#jira UE-32058
Replicating fix from 3050352
Change 3085969 on 2016/08/11 by John.Pollard
CIS fix
#jira UE-30516
Change 3085819 on 2016/08/11 by Jurre.deBaare
bForceOneSmoothingGroup not working for skeletal meshes
#fix Added check for forced smoothing group and calculate normals accordingly
#misc Spotted some non-referenced const TArrays being passed to CalculateTangents
#jira UE-34555
Change 3085799 on 2016/08/11 by Ben.Marsh
Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing.
Change 3085763 on 2016/08/11 by Daniel.Lamb
Fix for circular initialization of a singleton on android causing hang when using cook on the fly.
#jira UE-34442
Change 3085717 on 2016/08/11 by Dmitry.Rekman
Linux: better messaging around Steam initialization (UE-32052).
- Also added a standalone test.
#jira UE-32052
Change 3085715 on 2016/08/11 by Chris.Bunner
Dropped check to an ensure as there's existing handling for invalid assets in that case.
#jira UE-23902
Change 3085714 on 2016/08/11 by Olaf.Piesche
#jira UE-30398
Fix offset added to particle collision locations.
Replicated from 3084645 in Dev-Rendering
Change 3085713 on 2016/08/11 by Chris.Babcock
Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now)
#jira UE-33840
#ue4
#android
#ios
#opengl
Change 3085711 on 2016/08/11 by Olaf.Piesche
#jira UE-34106
#jira UE-32784
#jira UE-31198
Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)
Replicated from 3083909 in Dev-Rendering
Change 3085707 on 2016/08/11 by Matthew.Griffin
Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue
Change 3085656 on 2016/08/11 by Marc.Audy
PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker)
#jira UE-32418
#jira UE-33617
Change 3085641 on 2016/08/11 by Lina.Halper
Fixed invalid compressed track data
- need a better solution and added ticket for 4.14 - UE-34547
#jira: UE-34077
Change 3085606 on 2016/08/11 by Max.Preussner
Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381)
#jira UE-34381
Change 3085568 on 2016/08/11 by Maciej.Mroz
#jira UE-34436 Ensures when copy/pasting linked anim bp nodes
FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).
Change 3085532 on 2016/08/11 by Peter.Sauerbrei
fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC
#jira UE-30335
Change 3085528 on 2016/08/11 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#jira UE-34543
Change 3085418 on 2016/08/11 by Maciej.Mroz
#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults
Redone cl#3084313 from Dev-Blueprints
Change 3085395 on 2016/08/11 by John.Pollard
Don't allow hot-reloading if we're running PIE instances
#jira UE-30516
Change 3085377 on 2016/08/11 by Tom.Looman
Added StarterMap (WIP) to resolve JIRA.
#jira ue-34311
Change 3085364 on 2016/08/11 by Ben.Woodhouse
Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur.
#jira UE-28561
Change 3085341 on 2016/08/11 by Dmitriy.Dyomin
Fixed: Creating Launcher Profile does not always shows all project available maps
#jira UE-33765
Change 3085336 on 2016/08/11 by Andrew.Rodham
Sequencer: Runtime instances are no longer updated when bluprints are recompiled
This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register
#jira UE-34499
Change 3085332 on 2016/08/11 by Dmitriy.Dyomin
Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication
#jira UE-26868
Change 3085331 on 2016/08/11 by Ben.Woodhouse
Fix for threading related crash with precomputed lighting volumes
#jira UE-34531
Change 3085323 on 2016/08/11 by Allan.Bentham
Remove android specific vulkan hack to recreate depth buffer's imageview.
#jira UE-33593
#jira UE-33336
Change 3085313 on 2016/08/11 by Thomas.Sarkanen
StopRecordingAnimation now uses the same maing logic as RecordAnimation
This prevents inconsisten behaviour between record and stop record commands
#jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor
Change 3085301 on 2016/08/11 by Allan.Bentham
Only allow gaussian DoF on mobile. Disable DoF for all other types.
#jira UE-34217
Change 3085292 on 2016/08/11 by Thomas.Sarkanen
Revert change to force shipping dlls in shipping builds
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3085291 on 2016/08/11 by Matthew.Griffin
Added nodes for Linux Editor, DDC and installed build
Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products
Change 3084973 on 2016/08/10 by Jeff.Campeau
Use relative settings for ShooterGame manifest
Package creation checks Xbox One target settings in Engine instead of Game config
#jira UE-33808
Change 3084932 on 2016/08/10 by patrickr.donovan
#jira UE-29618
SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing.
Change 3084886 on 2016/08/10 by Daniel.Wright
Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
#jira UE-33238
Change 3084878 on 2016/08/10 by Jeff.Campeau
UFE launch command is generated with all devices requested instead of just the first.
#jira UE-34302
Change 3084860 on 2016/08/10 by Dmitry.Rekman
Fix CrashReportClient crashing on start (UE-32976, UE-34451).
- Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes.
#jira UE-32976
Change 3084756 on 2016/08/10 by Dmitry.Rekman
Linux: clean-up compiler settings logic (UE-22715).
- Includes parts of pull request #1704 by zaps166.
- Disables exceptions in most builds.
#jira UE-22715
Change 3084679 on 2016/08/10 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3084475
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
Change 3084614 on 2016/08/10 by Daniel.Wright
Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
#jira UE-34321
Change 3084607 on 2016/08/10 by Jeremiah.Waldron
Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP
Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur
Relates to:
#jira UE-34283
Change 3084586 on 2016/08/10 by Jeff.Campeau
Chunks don't assume they're done downloading at 100%.
#jira UE-34386
Change 3084552 on 2016/08/10 by Lina.Halper
Fix GetWorldFromContextObject to be used for another thread safer
: Guard to modify static variabls by another thread
#jira: UE-34416
Change 3084551 on 2016/08/10 by Mitchell.Wilson
Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP
Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level.
#jira UE-32855
Change 3084535 on 2016/08/10 by Mike.Beach
Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names.
#jira UE-34378
Change 3084526 on 2016/08/10 by Jeff.Campeau
Update XDK to August 2016
#jira UEPLAT-1374
Change 3084471 on 2016/08/10 by John.Pollard
Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown>
#jira UE-34295
Change 3084363 on 2016/08/10 by Marc.Audy
Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport
#jira UE-34101
Change 3084231 on 2016/08/10 by Michael.Trepka
Fixed a problem with the search box in blueprint context menu not getting focus on Mac
#jira UE-20884
Change 3084229 on 2016/08/10 by Dmitry.Rekman
Linux: remove hardcoded staged files (UE-24594).
#jira UE-24594
Change 3084215 on 2016/08/10 by Chris.Bunner
Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view.
#jira UE-31936
Change 3084052 on 2016/08/10 by Jurre.deBaare
Alembic skeletal mesh importer does not calculate correct smoothing groups
#fix follow same routine as regular smoothing group/normal calculation
#jira UE-34493
Change 3084029 on 2016/08/10 by Phillip.Kavan
[UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object.
Mirrored from //UE4/Dev-Blueprints (CL# 3082839).
#jira UE-34458
Change 3084027 on 2016/08/10 by Ben.Woodhouse
Fix for crash when applying BSP materials
This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread.
The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh.
#jira UE-31460
Change 3083981 on 2016/08/10 by Matthew.Griffin
Set Localization branch for Localise command to release version when running in the Release Branch
#jira UE-34471
Change 3083970 on 2016/08/10 by Max.Preussner
PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481)
#jira UE-33481
Change 3083918 on 2016/08/10 by Matthew.Griffin
Exclude UBT generated files from the installed build
Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt
Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material
#jira UE-34360
Change 3083890 on 2016/08/10 by Matthew.Griffin
Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage.
Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project.
#jira UE-34401
Change 3083873 on 2016/08/10 by Dmitry.Rekman
CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478).
#jira UE-34478
Change 3083862 on 2016/08/10 by Mitchell.Wilson
Rebuilt lighting on Advanced_Lighting level in Samples Content
#jira UE-34383
Change 3083792 on 2016/08/10 by Benn.Gallagher
PR #2671: Fix sub instance curve values. (Contributed by tmiv)
PR #2668: Sub inst post anim fix (Contributed by tmiv)
#jira UE-34162
#jira UE-34121
Change 3083775 on 2016/08/10 by Kevin.Rushin
QAGame - Updating VRLatency Testmap, Can freelook
#jira UE-29618
Change 3083771 on 2016/08/10 by Robert.Manuszewski
Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit.
#jira UE-34371
Change 3083742 on 2016/08/10 by Lee.Clark
4.13 - PS4 - Fix memory allocation sizes
#jira UE-33270
Change 3083732 on 2016/08/10 by Ben.Marsh
Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger.
Change 3083690 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Foliage instances are not included when exporting a scene to FBX
#jira UE-34214
Change 3083654 on 2016/08/10 by Keith.Judge
Fix analysis warnings. Simple change from Release() to SAFE_RELEASE().
#jira UE-23059
Change 3083646 on 2016/08/10 by Thomas.Sarkanen
Use shipping PhysX libs for installed builds
Copy fix from UE4Game.Target.cs to apply to all packaged games
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3083527 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Warning upon Undo/redo-ing of sculpting the landscape
#jira UE-34443
Change 3083502 on 2016/08/10 by Dmitriy.Dyomin
Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting
#jira UE-34417
Change 3083349 on 2016/08/09 by Daniel.Wright
Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0
#jira UE-31181
Change 3083167 on 2016/08/09 by Chad.Taylor
Null deref crash fix
#jira UE-33830
Change 3083144 on 2016/08/09 by Zabir.Hoque
Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite.
#jira UE-32980
Change 3083136 on 2016/08/09 by Chad.Taylor
Stripping out egregious log spam
#jira UE-34181
Change 3083116 on 2016/08/09 by John.Billon
Defaulting r.D3D.RemoveUnusedInterpolators to on.
#Jira UE-34461
Change 3083114 on 2016/08/09 by John.Billon
Fixing static analysis warning in NullRHI.
#Jira UE-34462
Change 3083070 on 2016/08/09 by Dmitry.Rekman
PR #2516: CMake improvements and fixes (UE-22233, UE-32136).
- Contributed by Nihlus.
- Contains PR #1668 by mgerhardy
Summary of changes (from PR):
- Fixed an issue where CMake build files would contain invalid targets
- Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion.
- Fixed an issue where invalid target platforms could fall through and cause issues with the file generation.
- Improved code readability throughout the generator. Can still use some more polish.
- Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects.
- Improved commenting throughout the generator. As with readability, can still use some more polish.
- Removed unused using statements.
- Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion.
- Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets.
#jira UE-22233
Change 3082999 on 2016/08/09 by Jeremiah.Waldron
Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases
#jira UE-34457
Change 3082993 on 2016/08/09 by mason.seay
Fixed level BP error and updated Reverb asset
#jira UE-29618
Change 3082981 on 2016/08/09 by Peter.Sauerbrei
disable roughness calculation for iOS metal
#jira UE-31815
Change 3082912 on 2016/08/09 by Chris.Babcock
Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now
#jira UE-34432
#ue4
#android
Change 3082875 on 2016/08/09 by Chris.Bunner
Lowered verbosity of mesh build warning when using MikkTSpace.
#jira UE-23903
Change 3082867 on 2016/08/09 by Trung.Le
VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses
#jira UE-34227
Change 3082818 on 2016/08/09 by Mike.Beach
Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert).
#jira UE-34430
Change 3082794 on 2016/08/09 by Lukasz.Furman
fixed gameplay debugger extensions activating during simulate in editor
#jira UE-33343
Change 3082760 on 2016/08/09 by Jamie.Dale
Scene viewports are now centered when re-entering windowed mode
#jira UE-32842
Change 3082744 on 2016/08/09 by Mitchell.Wilson
Resaving assets to resolve empty engine version warnings.
#jira UE-29746
Change 3082728 on 2016/08/09 by Ben.Marsh
BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger.
#jira UE-34329
Change 3082686 on 2016/08/09 by Marc.Audy
If the GameMode is not carried over as part of a seamless travel create it.
#jira UE-25569
Change 3082663 on 2016/08/09 by John.Billon
Fixed SubUVAnimation asset crash when texture source is cleared.
#Jira UE-34231
Change 3082650 on 2016/08/09 by John.Billon
Changed an ensure the NullRHI dealing with memory allocation to be a log message.
#Jira UE-32362
Change 3082644 on 2016/08/09 by Maciej.Mroz
#jira UE-34240 Match 3 nativization failure
Redone cl3082121 from Dev-Blueprints
Change 3082633 on 2016/08/09 by Maciej.Mroz
#jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172]
Redone cl3082414 from Dev-Blueprints
Change 3082606 on 2016/08/09 by Michael.Trepka
Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler.
#jira UE-34276
Change 3082579 on 2016/08/09 by Benn.Gallagher
CIS fix, missed removing a few #ifs
#jira UE-29180
Change 3082525 on 2016/08/09 by Tom.Looman
Removed Android from supported platforms in VR Template.
#jira UE-34189
Change 3082523 on 2016/08/09 by Tom.Looman
Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior)
Fixed typo in level text.
#JIRA UE-34422
Change 3082504 on 2016/08/09 by Jurre.deBaare
Crash importing alembic asset over itself after saving it in Content Browser
#fix Trivial nullptr + isValid fix
#jira UE-34418
Change 3082433 on 2016/08/09 by Tom.Looman
Updated list of supported platforms.
#jira UE-34189
Change 3082423 on 2016/08/09 by Mitchell.Wilson
Resaving levels to resolve MikkTSpace warnings
Updating collision on SM_Floor_Round
#jira UE-30786
Change 3082361 on 2016/08/09 by Keith.Judge
Xbox One - Fix a controller disconnection crash.
- This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early.
- Changed it to copy each connected pad object one at a time, which maintains the correct refcount.
- Possibly a VS2015 Update 3 bug.
#jira UE-33955
Change 3082341 on 2016/08/09 by Mitchell.Wilson
Reimporting SM_GodRay_Plane
Resaving levels to resolve MikkTSpace warnings
Resaving multiple materials to resolve warnings
#jira UE-34212
Change 3082313 on 2016/08/09 by Matthew.Griffin
Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build)
Change 3082294 on 2016/08/09 by Jurre.deBaare
Crash when importing an Alembic file with Materials as a different asset type than one that already exists
#fix Ensure that we have a valid material to assign to the assets
#jira UE-34377
Change 3082291 on 2016/08/09 by Jurre.deBaare
Unable to save Alembic asset with materials after importing more than once
#fix Make sure we delete referenced transient materials if they are not used
#jira UE-34400
Change 3082290 on 2016/08/09 by Jurre.deBaare
Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on
#fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14
#jira UE-34392
Change 3082274 on 2016/08/09 by Benn.Gallagher
Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms.
#jira UE-29780
Change 3082273 on 2016/08/09 by Benn.Gallagher
Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain
#jira UE-30827
Change 3082270 on 2016/08/09 by Benn.Gallagher
Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted.
#jira UE-29180
Change 3082257 on 2016/08/09 by Jurre.deBaare
Auto align floor mesh does not work in Persona
#fix Readded functionality for the auto alignment :)
#jira UE-34404
Change 3082239 on 2016/08/09 by Peter.Sauerbrei
make sure IPP and supporting dlls are all 64-bit
#jira UE-34408
Change 3082225 on 2016/08/09 by Mitchell.Wilson
Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize
Reimporting SM_GodRay_Plane
Saving all levels to resolve MikkTSpace warnings.
#jira UE-30787
Change 3082222 on 2016/08/09 by Rolando.Caloca
UE4.13 - Fix crash on opengl3
- Load proper shader map depending on feature level
- int interpolators require nointerpolation modifier
#jira UE-33879
Change 3082221 on 2016/08/09 by Benn.Gallagher
Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop
#jira UE-34384
Change 3082179 on 2016/08/09 by Ben.Woodhouse
Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders.
#jira UE-31461
Change 3082170 on 2016/08/09 by Graeme.Thornton
Manual copy of CL 3078836 from Dev-Core to Release-4.13
Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading
#jira UE-33909
Change 3082169 on 2016/08/09 by Graeme.Thornton
Make FLauncherTasks have unique names so we don't end up with stat name collisions
#jira UE-33849
Change 3082163 on 2016/08/09 by Matthew.Griffin
Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts
Added Checks for files that might not exist when creating Installed Build from Github etc.
Tag the published installed build zips
#jira UE-34249
Change 3082139 on 2016/08/09 by Ben.Marsh
BuildGraph: Allow writing a schema without passing a script in.
Change 3082109 on 2016/08/09 by Thomas.Sarkanen
Fixed blendspaces producing bad data when degenerate spaces are present
Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications.
#jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph
Change 3082080 on 2016/08/09 by Matthew.Griffin
Added notifications for available triggers
Change 3082054 on 2016/08/09 by Allan.Bentham
Quality level override changes to high QL are now correctly picked up.
#jira UE-22812
Change 3082049 on 2016/08/09 by Allan.Bentham
Update shaders when mobile preview device is changed.
#jira UE-22810
Change 3081866 on 2016/08/09 by Max.Chen
Fbx Export: Fix build.
#jira UETOOL-750
Change 3081863 on 2016/08/09 by Max.Chen
Fbx Export: Fix level sequence fbx export.
- Fix 3d transform track export so that it does the correct flipping for translation and rotation curves.
- Fix setting rich curve tangents and interpolation modes.
- Fix camera focal length export.
#jira UETOOL-750
Change 3081823 on 2016/08/08 by Dmitriy.Dyomin
Fixed: Crash when simulating in editor with a landscape actor selected
#jira UE-34367
#coderview Gareth.Martin
Change 3081647 on 2016/08/08 by Chad.Taylor
OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport
#jira UE-34352
Change 3081645 on 2016/08/08 by Zak.Middleton
#ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback.
#jira UE-30178
Change 3081639 on 2016/08/08 by Tyler.Cole
Update build scripts for WEX MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081616 on 2016/08/08 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements
-2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode.
-A new ini setting for morpheus bStartInVR has been added, it defaults to true.
#jira UEVR-13
#review-3081284 @chad.taylor @nick.whiting
Change 3081597 on 2016/08/08 by Tyler.Cole
Update build scripts for Ocean MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081476 on 2016/08/08 by Tyler.Cole
Update build script for UE4 Release-4.13 stream Fortnite MCP.
#jira NONE-0
Change 3081397 on 2016/08/08 by Josh.Adams
- Fixing more linux case issues in UT
#jira ue-33478
Change 3081391 on 2016/08/08 by Mitchell.Wilson
Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap
#jira UE-33843
Change 3081383 on 2016/08/08 by Aaron.McLeran
#jira UE-34081
Implementing CL 3076637 into 4.13
#tests run a procedural sound wave object test
Change 3081337 on 2016/08/08 by Aaron.McLeran
#jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- OR-26580
- Implementing CL 3071258 to 3.13
#tests ran paragon with change, no crashes
Change 3081335 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed memory leak in source resolver (UE-34385)
#jira UE-34385
Change 3081320 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed typo (UE-32421)
#jira UE-32421
Change 3081276 on 2016/08/08 by Mitchell.Wilson
Resaving asset to resolve MikkTSpace warning.
#jira UE-31116
Change 3081269 on 2016/08/08 by Dan.Oconnor
Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint
#jira UE-34324
Change 3081052 on 2016/08/08 by Dan.Oconnor
Making a change to test UE-34324
#jira UE-34324
Change 3081026 on 2016/08/08 by Daniel.Wright
Added a heightfield painting example to BlueprintRenderToTarget content example
#jira UE-34323
Change 3081025 on 2016/08/08 by Daniel.Wright
CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
#jira UE-34321
Change 3081023 on 2016/08/08 by Aaron.McLeran
#jira UE-34325 Implementing 3080958 in 4.13
- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.
#tests ran repro case described in bug several times without crashing (was 100% repro)
Change 3081020 on 2016/08/08 by Dan.Oconnor
Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties
#jira UE-26310
Change 3081010 on 2016/08/08 by Dan.Oconnor
Fix for losing root transform when recycling objects
#jira UE-28398
Change 3080972 on 2016/08/08 by Mark.Satterthwaite
Duplicate CL #3080684:
Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination.
#jira UE-21857
Change 3080971 on 2016/08/08 by Mark.Satterthwaite
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3080923 on 2016/08/08 by Michael.Trepka
When archiving on for Mac delete the dest icon if it exists before trying to call File.Move
#jira UE-33304
Change 3080919 on 2016/08/08 by samuel.proctor
Revised assets for Blueprint Debugging tests
#jira UE-29618
Change 3080878 on 2016/08/08 by Ben.Marsh
Fix sample build timeouts due to generating DDC using installed engine builds taking too long.
* New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead.
* Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead.
Change 3080849 on 2016/08/08 by Marc.Audy
Always stop matinee sounds when jumping around, not just if the sound changed.
#jira UE-31447
Change 3080843 on 2016/08/08 by Ben.Marsh
BuildGraph: Fix compile error due to duplicated variable name.
Change 3080840 on 2016/08/08 by Max.Chen
Fbx: Fix rich curve export being exported at the incorrect times when baked.
#jira UETOOL-750
Change 3080824 on 2016/08/08 by Max.Chen
Sequencer: Revert fix root component structure for level sequence actor.
#jira UE-34354
Change 3080819 on 2016/08/08 by Chad.Taylor
Merging Move and Vive haptic implementation from Dev-VR to Release-4.13
#jira UE-27886
Change 3080818 on 2016/08/08 by Jurre.deBaare
Crash when importing the same Alembic file but as a different Asset Type
#fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed)
#misc Typo
#jira UE-34293
Change 3080817 on 2016/08/08 by Jurre.deBaare
Crash when importing an Alembic file with Materials if it already exists
#fix Only create materials if they don't already exist
#jira UE-34300
Change 3080814 on 2016/08/08 by Jurre.deBaare
Crash when importing Alembic files as Skeletal Mesh
#fix Set the NumVertices variable that was re-added :)
#misc removed dead code
#jira UE-34288
Change 3080813 on 2016/08/08 by Jurre.deBaare
[CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices()
#fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs)
#jira UE-34294
Change 3080797 on 2016/08/08 by Dmitriy.Dyomin
Fix: Crash opening levels with landscape in them via the command console in standalone game
#jira UE-34348
Change 3080784 on 2016/08/08 by Jamie.Dale
We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering)
#jira UE-34298
Change 3080734 on 2016/08/08 by Matthew.Griffin
Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent
Change 3080685 on 2016/08/08 by Peter.Sauerbrei
fix for crash on tvOS and iOS when launching a project
#jira UE-34005
Change 3080683 on 2016/08/08 by Matthew.Griffin
Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built
Change 3080681 on 2016/08/08 by Matthew.Griffin
Corrected path separators for Mac DDC location, which was preventing it from being included in installed build
Change 3080675 on 2016/08/08 by Robert.Manuszewski
Fixing CIS on Clang platforms
#jira UE-34025
Change 3080674 on 2016/08/08 by Ben.Woodhouse
Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507
#jira UE-32651
Change 3080594 on 2016/08/08 by Keith.Judge
Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed.
#jira UE-31607
Change 3080573 on 2016/08/08 by Martin.Wilson
Fix Root Motion from Everything blending incorrectly when using layered blend per bone
#Jira UE-17815
Change 3080517 on 2016/08/08 by James.Golding
PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran)
#jira UE-34299, UE-34279
Change 3080512 on 2016/08/08 by Benn.Gallagher
Fix for dangling sub-instance pointers when reinstancing on AnimBP compile
#jira UE-34137
Change 3080510 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421)
#jira UE-32421
Change 3080509 on 2016/08/08 by Robert.Manuszewski
Added more detailed message when TArray's BulkSerialize fails.
#jira UE-34025
Change 3080506 on 2016/08/08 by Allan.Bentham
Do not set render target if there are no modulated shadows.
#jira UE-33252
Change 3080498 on 2016/08/08 by Keith.Judge
Fix D3D12.x link error.
#jira UE-34322
Change 3080493 on 2016/08/08 by Matthew.Griffin
Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run.
#jira UE-34073
Change 3080490 on 2016/08/08 by Maciej.Mroz
#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match
Redone cl# 3080484
Change 3080462 on 2016/08/08 by Allan.Bentham
Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required.
Fix initialisation errors introduced in CL 3070035.
#jira UE-34099
Change 3080242 on 2016/08/07 by Max.Chen
Sequencer: Fix to allow deleting spawnables from the viewport
#jira UE-28523
Change 3080241 on 2016/08/07 by Dmitriy.Dyomin
Fixed: StartCameraFade not fading camera when MobileHDR is off
#jira UE-34143
Change 3079990 on 2016/08/06 by andrew.porter
Changing defaults on some settings on M_Details for test case.
#jira UE-29618
Change 3079989 on 2016/08/06 by andrew.porter
Setting two sided off on M_Details material
#jira UE-29618
Change 3079986 on 2016/08/06 by phillip.patterson
Updated QA-Foliage for test case
#jira UE-29618
Change 3079984 on 2016/08/06 by andrew.porter
Adding test content for using sprites in UMG
#jira UE-29618
Change 3079879 on 2016/08/05 by Dmitry.Rekman
Remove HITCHHUNTER logspam from release UE (UE-30959).
#tests Compiled the UE4Editor.
#jira UE-30959
Change 3079815 on 2016/08/05 by Tyler.Cole
Set dependencies for Orion MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3079808 on 2016/08/05 by Daniel.Wright
BlueprintRenderToTarget content example map with interactable fluid surface
#jira UE-34323
Change 3079746 on 2016/08/05 by Daniel.Wright
Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
New blueprint function CreateRenderTarget2D
#jira UE-34321
Change 3079569 on 2016/08/05 by Mitchell.Wilson
Updating template tutorials after assets were moved to new folders
#jira UE-34139
Change 3079546 on 2016/08/05 by Ian.Shadden
#UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6
#jira UE-34316
Change 3079542 on 2016/08/05 by Mark.Satterthwaite
Duplicate CL #3079503:
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079472 on 2016/08/05 by Peter.Sauerbrei
fix for remote server name being empty stopping a build for a BP project in binary
fix for several error messages from platform requirements not stopping a build
#jira UE-34213
Change 3079453 on 2016/08/05 by Benjamin.Hyder
Updating QA_Materials to include Material Details example
#jira UE-29618
Change 3079389 on 2016/08/05 by Gareth.Martin
Missing file from CL 3079376:
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079384 on 2016/08/05 by Michael.Trepka
PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE)
#jira UE-29358
Change 3079376 on 2016/08/05 by Gareth.Martin
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079365 on 2016/08/05 by Peter.Sauerbrei
fix for executable name mismatch in plist vs actual executable when project has an underscore in the name
#jira UE-34192
Change 3079361 on 2016/08/05 by Ryan.Vance
#jira UE-34297
Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :)
Change 3079349 on 2016/08/05 by Mason.Seay
Deleting unneeded assets
#jira UE-29618
Change 3079306 on 2016/08/05 by Peter.Sauerbrei
IPP is now built as a 64-bit executable
#jira UE-26393
Change 3079303 on 2016/08/05 by Peter.Sauerbrei
PR2018 - disable user input request from ssh courtesy of Teivaz
#jira UE-26393
Change 3079276 on 2016/08/05 by mason.seay
Extended Line Trace For Convenient
#jira UE-29618
Change 3079274 on 2016/08/05 by Alex.Delesky
#jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons.
Change 3079273 on 2016/08/05 by Max.Chen
Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks.
#jira UE-34301
Change 3079254 on 2016/08/05 by Ori.Cohen
Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping.
#JIRA UE-34224
Change 3079242 on 2016/08/05 by Nick.Darnell
Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving.
#jira UE-34304
Change 3079129 on 2016/08/05 by Jurre.deBaare
#jira UE-34278
#fix Changed reimport path to be the same as geometry cache / skeletal mesh
Unable to reimport Alembic static meshes
#jira UE-34292
#fix Handle cancelled situation during reimport ui interaction
Cancelling the reimport of an Alembic file seems to confirm the action
#jira UE-34288
#fix Possible fix, flush rendering commands before importing
Crash when importing Alembic files as Skeletal Mesh
#jira UE-34282
#fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled
"Failed to Import" message when clicking Cancel on the Alembic Import Message
Change 3079127 on 2016/08/05 by Marc.Audy
Properly clean up all worlds when ending PIE while a seamless transition is active
#jira UE-33863
Change 3079107 on 2016/08/05 by Mike.Beach
Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact).
#jira UE-30548
Change 3079093 on 2016/08/05 by Jurre.deBaare
Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white
#fix Hide the environment and sky when showing vertex colours
#jira UE-34251
Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off
#fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings
#jira UE-34206
Change 3079090 on 2016/08/05 by Jurre.deBaare
Bad performance when changing (slider) values for the advanced preview scene
#fix Could not repro but added some more check if update needed checks
#jira UE-33496
Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting
#fix Add the rotational delta for the sky to the directional light rotation
#jira UE-34108
Change 3079088 on 2016/08/05 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work
#fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing
#jira UE-34127
Change 3079040 on 2016/08/05 by Max.Preussner
MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290)
Also made class properties blueprint read-writable
#jira UE-34290
Change 3078958 on 2016/08/05 by Marc.Audy
Don't ever reregister child actor components
Don't destroy child actors when hiding a level
#jira UE-31038
Change 3078954 on 2016/08/05 by ryan.brucks
#jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL
Change 3078952 on 2016/08/05 by Phillip.Kavan
[UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser.
change summary:
- modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop.
#jira UE-34085, UE-34169
Change 3078912 on 2016/08/05 by Andrew.Rodham
Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified
#jira UE-33875
Change 3078900 on 2016/08/05 by Lauren.Ridge
Fix for small Vive HMD movements entering VR mode
#jira UE-33970
Change 3078880 on 2016/08/05 by Jack.Porter
Cannot set GenerateOverlapEvents flag on Landscape
#jira UE-9055
Change 3078879 on 2016/08/05 by Lee.Clark
PS4 - Fix corrupted debuffer decals
(CMask wasn't getting decoded correctly)
#jira UE-34273
Change 3078871 on 2016/08/05 by Steve.Robb
Fix for changes to UObject*s in property boxes.
#jira UE-29596
Change 3078857 on 2016/08/05 by Max.Chen
Sequencer: Set Fixed frame interval playback to false by default.
#jira UE-34272
Change 3078850 on 2016/08/05 by mason.seay
Updated map to test physics mesh, added comments to level BP
#jira UE-29618
Change 3078795 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixed spawnables not responding to blueprint reinstance events
This ultimately left spawnable bindings broken, and an unreachable object in the world
#jira UE-31635
Change 3078786 on 2016/08/05 by Robert.Manuszewski
Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array.
#jira UE-33872
Change 3078782 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixes to "Create Camera Here" functionality
Fixed crash when undoing the "Create Camera Here" operation.
Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly)
Fixed issues when the cursor was outside of the play range
#jira UE-33127
Change 3078737 on 2016/08/05 by Andrew.Rodham
Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety
#jira UE-34256
Change 3078722 on 2016/08/05 by Ben.Woodhouse
Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481)
#jira UE-34269
Change 3078620 on 2016/08/05 by Dmitriy.Dyomin
Fixed: SunTemple geometry has rendering artifacts on low end devices
[Android_Low] devices will use 'Low' material quality level
#jira UE-22455
Change 3078584 on 2016/08/05 by James.Golding
Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging)
#jira UE-33675
Change 3078565 on 2016/08/05 by Jack.Porter
Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer.
#jira UE-33842
Change 3078564 on 2016/08/05 by James.Golding
Fix display name for bSupportUVFromHitResults to fix missingspace
#jira UE-34248
Change 3078542 on 2016/08/05 by Yannick.Lange
VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked.
#jira UE-32839
Change 3078541 on 2016/08/05 by Yannick.Lange
VR Editor : Fix linux compile error from VREditorAvatarActor
#jira UE-34215
Change 3078396 on 2016/08/04 by Max.Chen
Sequencer: Invalidate playback context when map changes.
#jira UE-34256
Change 3078291 on 2016/08/04 by Jeff.Campeau
RHI compress/decompress return success/failure
Failure falls back to software method
D3D12 for Xbox One still needs implementation
#jira UE-31363
Change 3078131 on 2016/08/04 by Chris.Babcock
Deal with missing Android movie framerate by defaulting to 30 if not available
#jira UE-34208
#ue4
#android
Change 3078084 on 2016/08/04 by John.Billon
Disabled AMD hacks Cvars that aren't needed anymore.
#Jira UE-30772
Change 3078083 on 2016/08/04 by John.Billon
Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets.
Added a couple of more ensures when allocating render targets.
Added log message when changing feature levels.
#Jira UE-32536
#Jira UE-32204
Change 3078039 on 2016/08/04 by Josh.Adams
- Fixed a case issue with Linux
#jira UE-33478
Change 3078029 on 2016/08/04 by Ryan.Vance
#jira UE-30989
We need to disable the hmd mask when down sampling to ensure valid input data for blur passes.
Change 3078027 on 2016/08/04 by Lina.Halper
Fix sequencer morphtarget displaying issue
#code review:Max.Chen
#jira: UE-28459
Change 3078012 on 2016/08/04 by mason.seay
map and asset updates for testing UV hit detection
#jira UE-29618
Change 3078009 on 2016/08/04 by Jamie.Dale
Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading
This prevents it being incorrectly set by other operations, such as counting memory used by font data.
#jira UE-34252
Change 3078006 on 2016/08/04 by Mark.Satterthwaite
Duplicate CL #3064008 & CL #3077412:
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3078002 on 2016/08/04 by John.Billon
Fixed LowLightMapQuality warning triggering with wrong conditions.
#Jira UE-33237
Change 3078001 on 2016/08/04 by John.Billon
Fixed a crash due to particle threading issues in packaged game.
#Jira UE-32147
Change 3077989 on 2016/08/04 by Rolando.Caloca
UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts.
#jira UE-34218
Change 3077940 on 2016/08/04 by Jeff.Campeau
Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir)
Include copies of the VS2015 runtime and UCRT
Change -applocaldir parameter to -applocaldirectory
Stage to engine and project binaries paths (for crash reporter, etc.)
#jira UE-33903
Change 3077936 on 2016/08/04 by Daniel.Wright
DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject
#jira UE-34183
Change 3077927 on 2016/08/04 by Lina.Halper
Fix issue with morphtarget not working due to invalid guid
#jira: UE-34077
Change 3077919 on 2016/08/04 by Daniel.Wright
Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
#jira UE-34245
Change 3077877 on 2016/08/04 by Ori.Cohen
Fix physical animation undo/redo not affecting linked bodies and constraints
#JIRA UE-33987
Change 3077823 on 2016/08/04 by Ori.Cohen
Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt)
#JIRA UE-33985
Change 3077814 on 2016/08/04 by Uriel.Doyon
Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all"
#jira UE-34120
#review-3077812
Change 3077781 on 2016/08/04 by Max.Chen
Sequencer: Fix crash in rotation key struct
#jira UE-34155
Change 3077771 on 2016/08/04 by Lina.Halper
Added const and removed auto
#jira: UE-33023
Change 3077702 on 2016/08/04 by Daniel.Wright
Copy - Planar reflection show flags can now be edited
#jira UE-34229
Change 3077585 on 2016/08/04 by Ori.Cohen
Fix spam when moving simulated skeletal mesh in the editor.
#JIRA UE-34164
Change 3077532 on 2016/08/04 by Tom.Looman
Fixed error in description of VR Template.
#jira ue-33950
Change 3077517 on 2016/08/04 by Tom.Looman
Fixed parsing error for FP_VirtualRealityBP
#jira UE-34059
Change 3077493 on 2016/08/04 by Tom.Looman
Updated Template description to remove GearVR reference and include more clear message on the two available maps.
#jira UE-33950
Change 3077492 on 2016/08/04 by Tom.Looman
Improvements to VR Template
Fixed teleportation issue on both locomotion types (JIRA)
Rebuilt navmesh for motioncontrollermap
Added new WIP startermap to clarify the difference between the multiple levels.
Added more comments and did some cleanup in BPs.
#jira UE-33962
Change 3077491 on 2016/08/04 by Jurre.deBaare
Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance
#fix Pass in complete path to save material to instead of just the name
#jira UE-34211
Change 3077481 on 2016/08/04 by Tom.Looman
Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config)
#jira ue-34143
Change 3077463 on 2016/08/04 by Ben.Woodhouse
Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off.
#jira UE-32843
Change 3077432 on 2016/08/04 by Steve.Robb
Removal of Fortnite-specific setting which disables hot reload.
#jira UE-33261
Change 3077380 on 2016/08/04 by Keith.Judge
Fix for green reflection environment in some maps.
- Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present()
- Fixed a validation error when locking cube map faces which was causing them not to be updated.
- Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error).
- Added a GPU/CPU sync at the same point the PS4 code does.
#jira UE-32086
Change 3077336 on 2016/08/04 by Mitchell.Wilson
removed r.Streaming.PoolSize from DefaultEngine.ini
Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning.
#jira UE-30941
Change 3077275 on 2016/08/04 by Phillip.Kavan
[UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop.
#jira UE-29903
Change 3077119 on 2016/08/04 by Marc.Audy
Use TickType All when in PIE
#jira UE-18982
Change 3077108 on 2016/08/04 by Jon.Nabozny
Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null.
This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing.
#jira UE-34032
Change 3077073 on 2016/08/04 by Jurre.deBaare
bBlendOverlappingNormals does not seem to have an impact for Alembic importing
#fix this wasn't being used in the normal calculation anymore so redundant
#jira UE-34204
Change 3077059 on 2016/08/04 by Robert.Manuszewski
Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split).
#jira UE-34200
Change 3077024 on 2016/08/04 by Thomas.Sarkanen
Added GetResourceSize to UDataAsset
Data assets now correctly report their size.
#jira UE-28851 - Fix mem reporting of DataTables
Change 3077001 on 2016/08/04 by Andrew.Rodham
Sequencer: Fixed sequencer adding spawnables into recorded worlds twice
The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world.
Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded.
#jira UE-31422
Change 3076995 on 2016/08/04 by Matthew.Griffin
Fixed Shadow Variable warning
Change 3076974 on 2016/08/04 by Matthew.Griffin
Added Node to build CrashReportClient for Linux that can be used by internal game targets
Change 3076820 on 2016/08/04 by Max.Chen
Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist).
#jira UE-34199
Change 3076665 on 2016/08/03 by Dan.Oconnor
Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false
#jira UE-18982
Change 3076569 on 2016/08/03 by Chad.Taylor
SteamVR GetOrthoProjection implementation to fix broken console rendering in VR
#jira UE-21424
Change 3076556 on 2016/08/03 by Aaron.McLeran
#jira UE-34154 PSVR Stereo assets are spatialized as MONO
- All audio was routing through A3D lib regardless of if it was mono/stereo etc.
- Fix is to only route audio that is mono and spatialized
- Fixed some compile errors/shadow variables
- Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library
Change 3076546 on 2016/08/03 by Aaron.McLeran
#jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
Implementing 3069092 in Release-4.13
- Not all active sounds have sound classes, was causing a crash
#tests Run game with stat soundcues and not crash
Change 3076512 on 2016/08/03 by Ben.Marsh
Fix warning about UnrealTournament:true argument.
Change 3076492 on 2016/08/03 by Daniel.Wright
Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor.
#jira UE-34177
Change 3076491 on 2016/08/03 by Daniel.Wright
Marked the Forward Shading project setting as experimental for 4.13
#jira UE-34176
Change 3076490 on 2016/08/03 by Daniel.Wright
Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible
#jira UE-34175
Change 3076489 on 2016/08/03 by Daniel.Wright
Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0
#jira UE-34174
Change 3076485 on 2016/08/03 by Daniel.Wright
Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
#jira UE-34173
Change 3076440 on 2016/08/03 by Ryan.Vance
#jira UE-34184
Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk.
Adding Oculus 1.6 support.
Change 3076399 on 2016/08/03 by Nick.Darnell
Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior.
#jira UE-34185
Change 3076397 on 2016/08/03 by Rolando.Caloca
UE4.13 - hlslcc -Fix for hlsl length(float)
#jira UE-32629
Change 3076337 on 2016/08/03 by mason.seay
Test assets (and map for ensure bug)
#jira UE-29618
Change 3076332 on 2016/08/03 by Peter.Sauerbrei
fix for clang build errors
#jira UE-34163
Change 3076326 on 2016/08/03 by Ryan.Vance
#jira UE-32975
Using the wrong screen position in the base pass pixel shader with ISR.
Change 3076309 on 2016/08/03 by Benjamin.Hyder
Renaming TEST-LightingFeatures to TM-LightingFeatures
#jira UE-29618
Change 3076299 on 2016/08/03 by Chad.Taylor
Fix SteamVR lag in late-update fold child renderables.
#jira UE-33928
Change 3076214 on 2016/08/03 by Mitchell.Wilson
Resaving BluperintOffice level to resolve MikkTSpace warnings.
Reimporting SM_GodRay_Plane to resolve cook warning.
#jira UE-30064
Change 3076112 on 2016/08/03 by Max.Chen
Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions)
#jira UE-34167
Change 3076090 on 2016/08/03 by Marc.Audy
Fix Mac compile error
#jira UE-34163
Change 3076075 on 2016/08/03 by Jeremiah.Waldron
Fixing comments documenting attribute in deleteFiles node for UPL
#jira UE-34161
Change 3076034 on 2016/08/03 by Mitchell.Wilson
Resaving Strategy Game maps to resolve MikkTSpace warnings.
Resaving material in strategy game to resolve string asset reference warning.
#jira UE-29720
Change 3076003 on 2016/08/03 by Mitchell.Wilson
Resaving Elemental Demo levels to resolve MikkTSpace warnings.
Resaving multiple materials to resolve String asset reference warnings.
#jira UE-29679
Change 3075985 on 2016/08/03 by Jeremiah.Waldron
Fixing UPL comments misnaming the deleteFiles node
#jira UE-34161
Change 3075977 on 2016/08/03 by Maciej.Mroz
#jira UE-30473 Moving child component in child blueprint forces parent to become dirty
Duplicated from Dev-Blueprints CL 3075793
Change 3075959 on 2016/08/03 by Marc.Audy
Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639)
#jira UE-33921
Change 3075891 on 2016/08/03 by Chad.Taylor
SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline.
#jira UE-34142
Change 3075882 on 2016/08/03 by Dan.Oconnor
Manually integrating 3073939 to address UE-19062
#jira UE-19062
Change 3075805 on 2016/08/03 by Marc.Audy
Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803
#jira UE-18982
Change 3075803 on 2016/08/03 by Marc.Audy
Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked
#jira UE-18982
Change 3075761 on 2016/08/03 by Max.Preussner
MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152)
#jira UE-34152
Change 3075719 on 2016/08/03 by Chad.Taylor
Blocker fix for binary editor crash on incorrectly used dll
#jira UE-34142
Change 3075709 on 2016/08/03 by Jeremiah.Waldron
Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor
#android
#jira UE-34149
Change 3075695 on 2016/08/03 by Jurre.deBaare
Adding missing debug zlib dll
#jira UE-123
Change 3075641 on 2016/08/03 by Jurre.deBaare
Crash when re-importing alembic cache file several times
#fix Always create a new object when importing
#jira UE-34130
Change 3075609 on 2016/08/03 by Danny.Bouimad
#jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does.
Change 3075578 on 2016/08/03 by Mitchell.Wilson
Updating attenuation settings for multiple sounds in Strategy Game.
#jira UE-25828
Change 3075529 on 2016/08/03 by Trung.Le
VREditor: Fxied foliage lasso select without pressing trigger
#jira UE-33689
Change 3075502 on 2016/08/03 by Lee.Clark
Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.
#jira UE-28549
Change 3075386 on 2016/08/03 by Robert.Manuszewski
Fixing bulkdata using source data pointer as an archive instead of raw data when saving
#jira UE-34132
Change 3075384 on 2016/08/03 by mason.seay
AnimBP for crash bug
#jira UE-29618
Change 3075350 on 2016/08/03 by Max.Chen
Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections.
#jira UE-30506
Change 3075327 on 2016/08/03 by Max.Chen
Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport.
#jira UE-34093
Change 3075313 on 2016/08/03 by Matthew.Griffin
Tidied up hardcoded installed build includes so that they're all in one file with platform checks
Added .dll.config files to CsCompile build products if they exist
Change 3075133 on 2016/08/03 by Yannick.Lange
VREditor : Original submit in Dev-VREditor = 3064489
- Fix crash when starting VREditor and then changing levels
#jira UE-33766
Change 3075124 on 2016/08/03 by Thomas.Sarkanen
Fixed undo/redo crash when editing anim blueprint defaults
Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo.
#jira UE-34024 - Crash undoing variable change in Animation Blueprint.
Change 3075101 on 2016/08/03 by Matthew.Griffin
Adding job to selectively build games in release branch
Also adding documentation and localization to overnight build
#jira UEB-688
Change 3075061 on 2016/08/03 by Yannick.Lange
VR Editor : Original submit in Dev-VREditor = 3062883
- Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552
- Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509
- Fixed crash when enabling VR Editor in editor preferences without a HMD connected
- Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553
- Avatar code refactor to its own actor class #jira UETOOL-812
#jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812
Change 3075059 on 2016/08/03 by Allan.Bentham
Fall back to standard shadows when capsule shadows are not supported.
#jira UE-33344
Change 3075045 on 2016/08/03 by Matthew.Griffin
Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step
Change 3074693 on 2016/08/02 by Dan.Oconnor
Manually integrating 3070569 from Dev-Blueprints
#jira UE-34119
Change 3074672 on 2016/08/02 by Dan.Oconnor
Manually integrating 3061854 into 4.13 from Dev-Blueprints
#jira UE-34119
Change 3074646 on 2016/08/02 by Aaron.McLeran
#jira UE-34081 Implementing from Dev-Framework CL 3074325
Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback
- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.
- Implementing 3003851 from UT into Dev-Framework.
Change 3074630 on 2016/08/02 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
+ Give a more friendly error message when UHT fails with an invalid error code.
#jira UE-23846
#jira UE-33200
#jira UE-32397
Change 3074590 on 2016/08/02 by Rolando.Caloca
UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled).
#jira UE-33694
Change 3074588 on 2016/08/02 by Chad.Taylor
Update OpenVR SDK to v1.0.2
-Hooked up added aspect ratio and sort priority features to SteamVR stereo layers
#jira UE-34115
Change 3074481 on 2016/08/02 by Ori.Cohen
Make sure that new physical animation data defaults to 0
#JIRA UE-33678
Change 3074395 on 2016/08/02 by Ori.Cohen
Fix duplication of physical animation profiles not duplicating data.
Also fix undo redo not working for profiles.
Fix editor not passing Duplicate change type
#JIRA UE-33987, UE-33985
Change 3074392 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Reverting CL 3074177, since it introduced side-effects.
Change 3074364 on 2016/08/02 by phillip.patterson
Re-created UMG_Optimization for Test Cases
#jira UE-29618
Change 3074346 on 2016/08/02 by Jurre.deBaare
Potential DDC warning fix, remove non-existing values
#jira UE-123
Change 3074289 on 2016/08/02 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirement
Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed.
-When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag.
#jira UEVR-13
#review-3074209 @chad.taylor @nick.whiting
Change 3074196 on 2016/08/02 by Martin.Wilson
Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints)
#jira UE-23453
Change 3074177 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint.
Change 3074157 on 2016/08/02 by Ben.Marsh
Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff.
Change 3074132 on 2016/08/02 by Trung.Le
VREditor: Fixed brush preview present while in foliage mode and hovering at UI
#jira UE-33228
Change 3074131 on 2016/08/02 by Tom.Looman
Fix for scalability build warnings in VR Template
#jira ue-33325
Change 3074089 on 2016/08/02 by Kevin.Rushin
QAGame - Added Foliage to TestMap
#jira UE-29618
Change 3074067 on 2016/08/02 by Kevin.Rushin
QAGame- Rebuilt Lighting
#jira UE-29618
Change 3074063 on 2016/08/02 by Kevin.Rushin
QAGame - Fix up VREditor Map to have more asset variation
#jira UE-29618
Change 3074057 on 2016/08/02 by Andrew.Porter
Deleting - UMG_Optimization
#jira UE-29618
Change 3074040 on 2016/08/02 by Michael.Trepka
On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized.
#jira UE-31194
Change 3074008 on 2016/08/02 by Phillip.Patterson
Renamed UMG_Invalidation to UMG_Optimization to better match test
#jira UE-29618
Change 3073988 on 2016/08/02 by Mitchell.Wilson
Updating starting camera location for Paper2d template to be consistant on both BP and Code version.
#jira UE-32723
Change 3073966 on 2016/08/02 by Jurre.deBaare
Alembic Cache Importer option for propagating matrix transformation does not work
#fix Changed the flag combinations and overhauled the matrix retrieval/caching system
#misc typo fix
#jira UE-34066
Change 3073953 on 2016/08/02 by Lina.Halper
Fixed static warning on null reference
#jira: UE-33923
Change 3073951 on 2016/08/02 by Lina.Halper
Fix GetRelativeTransform for negative scale
#jira: UE-33380
Change 3073896 on 2016/08/02 by Alex.Delesky
#jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor.
#jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool
Change 3073804 on 2016/08/02 by Jamie.Dale
Fixed the detail panel trying to apply class customizations to structs
This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor).
#jira UE-32623
Change 3073803 on 2016/08/02 by Jurre.deBaare
Morph target vertex mapping can be wrong with multi material caches
#fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly
#jira UE-34074
Change 3073788 on 2016/08/02 by Andrew.Rodham
Sequencer: Added support for montage based animation
CL#3061714 :
Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.
There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.
CL#3063015 :
Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes
We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.
CL#3068399 :
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira UE-34046
Change 3073787 on 2016/08/02 by Jurre.deBaare
Handle failed Simplygon proxy mesh generation with error message instead of hard checks
#fix Added a failed delegate along side the succesful delegate
#jira UE-31990
Change 3073786 on 2016/08/02 by Jurre.deBaare
Alembic importer crashes when not assets are generated
#fix Prevented adding nullptr values to the array (now only contains valid entries)
#jira UE-34065
Change 3073777 on 2016/08/02 by Jurre.deBaare
User is able to give a Preview Scene Profile the same name as an existing profile
#fix check changed profile name and append _duplicatedname if found to be matching an existing profile name
#jira UE-34033
Change 3073775 on 2016/08/02 by Mitchell.Wilson
Updating VehicleExampleMap for BP and Code templates to have consistant starting locations
#jira UE-31281
Change 3073732 on 2016/08/02 by Rolando.Caloca
DR - Fix crash when enabling gpu morph targets on non SM5 platforms
#jira UE-34011
Change 3073706 on 2016/08/02 by Peter.Sauerbrei
fix for no tvOS libraries in binary release for Win64
#jira UE-34076
Change 3073671 on 2016/08/02 by Allan.Bentham
High quality mobile reflection captures are now blended in correct (linear) space.
#jira UE-33915
Change 3073663 on 2016/08/02 by Peter.Sauerbrei
fix for launch on failing for iOS in Binary
#jira UE-34014
Change 3073662 on 2016/08/02 by Lee.Clark
4.13 - PS4 - Fix Media Player Audio cutting out
#jira UE-33850
Change 3073616 on 2016/08/02 by Mark.Satterthwaite
Duplicate CL #3073584 from Dev-Platform:
Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture.
#jira UE-32323
Change 3073592 on 2016/08/02 by Max.Chen
Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state.
#jira UE-33993
Change 3073585 on 2016/08/02 by Nick.Darnell
Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures.
#jira UE-34075
Change 3073575 on 2016/08/02 by Richard.TalbotWatkin
Duplicating from Dev-Editor, CL 3057645
Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server
Change 3073542 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3072169.
A couple of changes to the BSP code:
* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.
#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume
Change 3073540 on 2016/08/02 by Matthew.Griffin
Added Package Samples script behind a trigger to package samples for QA
Removed submitter notifications from Launcher Samples nodes
Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes
Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally
Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs
#jira UEB-689
Change 3073511 on 2016/08/02 by Tom.Looman
Removed object redirectors to fix build warning in VR Template
#jira ue-33325
Change 3073458 on 2016/08/02 by Jurre.deBaare
Update default preview scene ini and assets
#fix deleted old sky texture and fixed BaseEditor.ini setup
#jira UE-34063
Change 3073427 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3068585
Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
#jira UE-34062 - SplineMesh collision can be generated incorrectly
Change 3073421 on 2016/08/02 by James.Golding
Resave PSD test assets in QAGame with proper version
#jira UE-34061
Change 3073419 on 2016/08/02 by James.Golding
Rename OrientationDriver to PoseDriver
#jira UE-34015
Change 3073404 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3057895
Mesh paint bugfixes and improvements.
Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.
This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.
#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting
Change 3073380 on 2016/08/02 by Richard.TalbotWatkin
Fixed build error in unity builds.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
Change 3073343 on 2016/08/02 by Matthew.Griffin
Whitelisting PS4 and XboxOne plugins for those platforms specifically
#jira UE-33866
Change 3073338 on 2016/08/02 by Ben.Marsh
When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins.
Change 3073319 on 2016/08/02 by Maciej.Mroz
#jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860
Manually integrated some fixes from Dev-Blueprints
Change 3073311 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor CL 3057868
Spline component improvements, both tools and runtime:
- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.
- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.
- Added a custom version for SplineComponent and provded serialization fixes.
- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.
- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.
- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending.
- Allowed an explicit loop point to be specified for closed splines.
- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.
- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.
- Fixed the logic which determines whether the UCS has modified the spline curves.
- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.
- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.
- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.
#jira UETOOL-766 - Spline tool improvements
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-33669 - Crash in Dev-Editor
Change 3073242 on 2016/08/02 by James.Golding
Move physics state create/destroy delegates from BodyInstance to ActorComponent
- Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected.
- Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate.
#jira UE-32768
Change 3072953 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
#jira UE-34045
[CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
if ( LightSceneInfo - > ShouldRenderLightViewIndependent ( ) & & LightSceneInfo - > Proxy & & LightSceneInfo - > Proxy - > CastsModulatedShadows ( ) )
{
TArray < FProjectedShadowInfo * , SceneRenderingAllocator > Shadows ;
SCOPE_CYCLE_COUNTER ( STAT_ProjectedShadowDrawTime ) ;
FSceneRenderer : : RenderShadowProjections ( RHICmdList , LightSceneInfo , false , true ) ;
}
2015-06-25 08:36:35 -04:00
}
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
}