2016-01-07 08:17:16 -05:00
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
2014-03-14 14:13:41 -04:00
# include "TextureCompressorPrivatePCH.h"
DEFINE_LOG_CATEGORY_STATIC ( LogTextureCompressor , Log , All ) ;
/*------------------------------------------------------------------------------
Mip - Map Generation
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
enum EMipGenAddressMode
{
MGTAM_Wrap ,
MGTAM_Clamp ,
MGTAM_BorderBlack ,
} ;
/**
* 2 D view into one slice of an image .
*/
struct FImageView2D
{
/** Pointer to colors in the slice. */
FLinearColor * SliceColors ;
/** Width of the slice. */
int32 SizeX ;
/** Height of the slice. */
int32 SizeY ;
/** Initialization constructor. */
FImageView2D ( FImage & Image , int32 SliceIndex )
{
SizeX = Image . SizeX ;
SizeY = Image . SizeY ;
SliceColors = Image . AsRGBA32F ( ) + SliceIndex * SizeY * SizeX ;
}
/** Access a single texel. */
FLinearColor & Access ( int32 X , int32 Y )
{
return SliceColors [ X + Y * SizeX ] ;
}
/** Const access to a single texel. */
const FLinearColor & Access ( int32 X , int32 Y ) const
{
return SliceColors [ X + Y * SizeX ] ;
}
} ;
// 2D sample lookup with input conversion
// requires SourceImageData.SizeX and SourceImageData.SizeY to be power of two
template < EMipGenAddressMode AddressMode >
FLinearColor LookupSourceMip ( const FImageView2D & SourceImageData , int32 X , int32 Y )
{
if ( AddressMode = = MGTAM_Wrap )
{
// wrap
X = ( int32 ) ( ( uint32 ) X ) & ( SourceImageData . SizeX - 1 ) ;
Y = ( int32 ) ( ( uint32 ) Y ) & ( SourceImageData . SizeY - 1 ) ;
}
else if ( AddressMode = = MGTAM_Clamp )
{
// clamp
X = FMath : : Clamp ( X , 0 , SourceImageData . SizeX - 1 ) ;
Y = FMath : : Clamp ( Y , 0 , SourceImageData . SizeY - 1 ) ;
}
else if ( AddressMode = = MGTAM_BorderBlack )
{
// border color 0
if ( ( uint32 ) X > = ( uint32 ) SourceImageData . SizeX
| | ( uint32 ) Y > = ( uint32 ) SourceImageData . SizeY )
{
return FLinearColor ( 0 , 0 , 0 , 0 ) ;
}
}
else
{
check ( 0 ) ;
}
//return *(SourceImageData.AsRGBA32F() + X + Y * SourceImageData.SizeX);
return SourceImageData . Access ( X , Y ) ;
}
// Kernel class for image filtering operations like image downsampling
// at max MaxKernelExtend x MaxKernelExtend
class FImageKernel2D
{
public :
FImageKernel2D ( ) : FilterTableSize ( 0 )
{
}
// @param TableSize1D 2 for 2x2, 4 for 4x4, 6 for 6x6, 8 for 8x8
// @param SharpenFactor can be negative to blur
// generate normalized 2D Kernel with sharpening
void BuildSeparatableGaussWithSharpen ( uint32 TableSize1D , float SharpenFactor = 0.0f )
{
if ( TableSize1D > MaxKernelExtend )
{
TableSize1D = MaxKernelExtend ;
}
float Table1D [ MaxKernelExtend ] ;
float NegativeTable1D [ MaxKernelExtend ] ;
FilterTableSize = TableSize1D ;
if ( SharpenFactor < 0.0f )
{
// blur only
BuildGaussian1D ( Table1D , TableSize1D , 1.0f , - SharpenFactor ) ;
BuildFilterTable2DFrom1D ( KernelWeights , Table1D , TableSize1D ) ;
return ;
}
else if ( TableSize1D = = 2 )
{
// 2x2 kernel: simple average
KernelWeights [ 0 ] = KernelWeights [ 1 ] = KernelWeights [ 2 ] = KernelWeights [ 3 ] = 0.25f ;
return ;
}
else if ( TableSize1D = = 4 )
{
// 4x4 kernel with sharpen or blur: can alias a bit
BuildFilterTable1DBase ( Table1D , TableSize1D , 1.0f + SharpenFactor ) ;
BuildFilterTable1DBase ( NegativeTable1D , TableSize1D , - SharpenFactor ) ;
BlurFilterTable1D ( NegativeTable1D , TableSize1D , 1 ) ;
}
else if ( TableSize1D = = 6 )
{
// 6x6 kernel with sharpen or blur: still can alias
BuildFilterTable1DBase ( Table1D , TableSize1D , 1.0f + SharpenFactor ) ;
BuildFilterTable1DBase ( NegativeTable1D , TableSize1D , - SharpenFactor ) ;
BlurFilterTable1D ( NegativeTable1D , TableSize1D , 2 ) ;
}
else if ( TableSize1D = = 8 )
{
//8x8 kernel with sharpen or blur
// * 2 to get similar appearance as for TableSize 6
SharpenFactor = SharpenFactor * 2.0f ;
BuildFilterTable1DBase ( Table1D , TableSize1D , 1.0f + SharpenFactor ) ;
// positive lobe is blurred a bit for better quality
BlurFilterTable1D ( Table1D , TableSize1D , 1 ) ;
BuildFilterTable1DBase ( NegativeTable1D , TableSize1D , - SharpenFactor ) ;
BlurFilterTable1D ( NegativeTable1D , TableSize1D , 3 ) ;
}
else
{
// not yet supported
check ( 0 ) ;
}
AddFilterTable1D ( Table1D , NegativeTable1D , TableSize1D ) ;
BuildFilterTable2DFrom1D ( KernelWeights , Table1D , TableSize1D ) ;
}
inline uint32 GetFilterTableSize ( ) const
{
return FilterTableSize ;
}
inline float GetAt ( uint32 X , uint32 Y ) const
{
checkSlow ( X < FilterTableSize ) ;
checkSlow ( Y < FilterTableSize ) ;
return KernelWeights [ X + Y * FilterTableSize ] ;
}
inline float & GetRefAt ( uint32 X , uint32 Y )
{
checkSlow ( X < FilterTableSize ) ;
checkSlow ( Y < FilterTableSize ) ;
return KernelWeights [ X + Y * FilterTableSize ] ;
}
private :
inline static float NormalDistribution ( float X , float Variance )
{
const float StandardDeviation = FMath : : Sqrt ( Variance ) ;
return FMath : : Exp ( - FMath : : Square ( X ) / ( 2.0f * Variance ) ) / ( StandardDeviation * FMath : : Sqrt ( 2.0f * ( float ) PI ) ) ;
}
// support even and non even sized filters
static void BuildGaussian1D ( float * InOutTable , uint32 TableSize , float Sum , float Variance )
{
float Center = TableSize * 0.5f ;
float CurrentSum = 0 ;
for ( uint32 i = 0 ; i < TableSize ; + + i )
{
float Actual = NormalDistribution ( i - Center + 0.5f , Variance ) ;
InOutTable [ i ] = Actual ;
CurrentSum + = Actual ;
}
// Normalize
float InvSum = Sum / CurrentSum ;
for ( uint32 i = 0 ; i < TableSize ; + + i )
{
InOutTable [ i ] * = InvSum ;
}
}
//
static void BuildFilterTable1DBase ( float * InOutTable , uint32 TableSize , float Sum )
{
// we require a even sized filter
check ( TableSize % 2 = = 0 ) ;
float Inner = 0.5f * Sum ;
uint32 Center = TableSize / 2 ;
for ( uint32 x = 0 ; x < TableSize ; + + x )
{
if ( x = = Center | | x = = Center - 1 )
{
// center elements
InOutTable [ x ] = Inner ;
}
else
{
// outer elements
InOutTable [ x ] = 0.0f ;
}
}
}
// InOutTable += InTable
static void AddFilterTable1D ( float * InOutTable , float * InTable , uint32 TableSize )
{
for ( uint32 x = 0 ; x < TableSize ; + + x )
{
InOutTable [ x ] + = InTable [ x ] ;
}
}
// @param Times 1:box, 2:triangle, 3:pow2, 4:pow3, ...
// can be optimized with double buffering but doesn't need to be fast
static void BlurFilterTable1D ( float * InOutTable , uint32 TableSize , uint32 Times )
{
check ( Times > 0 ) ;
check ( TableSize < 32 ) ;
float Intermediate [ 32 ] ;
for ( uint32 Pass = 0 ; Pass < Times ; + + Pass )
{
for ( uint32 x = 0 ; x < TableSize ; + + x )
{
Intermediate [ x ] = InOutTable [ x ] ;
}
for ( uint32 x = 0 ; x < TableSize ; + + x )
{
float sum = Intermediate [ x ] ;
if ( x )
{
sum + = Intermediate [ x - 1 ] ;
}
if ( x < TableSize - 1 )
{
sum + = Intermediate [ x + 1 ] ;
}
InOutTable [ x ] = sum / 3.0f ;
}
}
}
static void BuildFilterTable2DFrom1D ( float * OutTable2D , float * InTable1D , uint32 TableSize )
{
for ( uint32 y = 0 ; y < TableSize ; + + y )
{
for ( uint32 x = 0 ; x < TableSize ; + + x )
{
OutTable2D [ x + y * TableSize ] = InTable1D [ y ] * InTable1D [ x ] ;
}
}
}
// at max we support MaxKernelExtend x MaxKernelExtend kernels
const static uint32 MaxKernelExtend = 12 ;
// 0 if no kernel was setup yet
uint32 FilterTableSize ;
// normalized, means the sum of it should be 1.0f
float KernelWeights [ MaxKernelExtend * MaxKernelExtend ] ;
} ;
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
template < EMipGenAddressMode AddressMode >
static FVector4 ComputeAlphaCoverage ( const FVector4 & Thresholds , const FVector4 & Scales , const FImageView2D & SourceImageData )
{
FVector4 Coverage ( 0 , 0 , 0 , 0 ) ;
for ( int32 y = 0 ; y < SourceImageData . SizeY ; + + y )
{
for ( int32 x = 0 ; x < SourceImageData . SizeX ; + + x )
{
// Sample channel values at pixel neighborhood
FVector4 PixelValue ( LookupSourceMip < AddressMode > ( SourceImageData , x , y ) ) ;
// Calculate coverage for each channel (if being used as an alpha mask)
for ( int32 i = 0 ; i < 4 ; + + i )
{
// Skip channel if Threshold is 0
if ( Thresholds [ i ] = = 0 )
{
continue ;
}
if ( PixelValue [ i ] * Scales [ i ] > = Thresholds [ i ] )
{
+ + Coverage [ i ] ;
}
}
}
}
return Coverage / float ( SourceImageData . SizeX * SourceImageData . SizeY ) ;
}
template < EMipGenAddressMode AddressMode >
static FVector4 ComputeAlphaScale ( const FVector4 & Coverages , const FVector4 & AlphaThresholds , const FImageView2D & SourceImageData )
{
FVector4 MinAlphaScales ( 0 , 0 , 0 , 0 ) ;
FVector4 MaxAlphaScales ( 4 , 4 , 4 , 4 ) ;
FVector4 AlphaScales ( 1 , 1 , 1 , 1 ) ;
//Binary Search to find Alpha Scale
for ( int32 i = 0 ; i < 8 ; + + i )
{
FVector4 ComputedCoverages = ComputeAlphaCoverage < AddressMode > ( AlphaThresholds , AlphaScales , SourceImageData ) ;
for ( int32 j = 0 ; j < 4 ; + + j )
{
if ( AlphaThresholds [ j ] = = 0 | | fabs ( ComputedCoverages [ j ] - Coverages [ j ] ) < KINDA_SMALL_NUMBER )
{
continue ;
}
if ( ComputedCoverages [ j ] < Coverages [ j ] )
{
MinAlphaScales [ j ] = AlphaScales [ j ] ;
}
else if ( ComputedCoverages [ j ] > Coverages [ j ] )
{
MaxAlphaScales [ j ] = AlphaScales [ j ] ;
}
AlphaScales [ j ] = ( MinAlphaScales [ j ] + MaxAlphaScales [ j ] ) * 0.5f ;
}
if ( ComputedCoverages . Equals ( Coverages ) )
{
break ;
}
}
return AlphaScales ;
}
2014-03-14 14:13:41 -04:00
/**
* Generates a mip - map for an 2 D B8G8R8A8 image using a 4 x4 filter with sharpening
* @ param SourceImageData - The source image ' s data .
* @ param DestImageData - The destination image ' s data .
* @ param ImageFormat - The format of both the source and destination images .
* @ param FilterTable2D - [ FilterTableSize * FilterTableSize ]
* @ param FilterTableSize - > = 2
* @ param ScaleFactor 1 / 2 : for downsampling
*/
template < EMipGenAddressMode AddressMode >
static void GenerateSharpenedMipB8G8R8A8Templ (
const FImageView2D & SourceImageData ,
FImageView2D & DestImageData ,
bool bDitherMipMapAlpha ,
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
FVector4 AlphaCoverages ,
FVector4 AlphaThresholds ,
2014-03-14 14:13:41 -04:00
const FImageKernel2D & Kernel ,
uint32 ScaleFactor ,
bool bSharpenWithoutColorShift )
{
check ( SourceImageData . SizeX = = ScaleFactor * DestImageData . SizeX | | DestImageData . SizeX = = 1 ) ;
check ( SourceImageData . SizeY = = ScaleFactor * DestImageData . SizeY | | DestImageData . SizeY = = 1 ) ;
check ( Kernel . GetFilterTableSize ( ) > = 2 ) ;
const int32 KernelCenter = ( int32 ) Kernel . GetFilterTableSize ( ) / 2 - 1 ;
// Set up a random number stream for dithering.
FRandomStream RandomStream ( 0 ) ;
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
FVector4 AlphaScale ( 1 , 1 , 1 , 1 ) ;
if ( AlphaThresholds ! = FVector4 ( 0 , 0 , 0 , 0 ) )
{
AlphaScale = ComputeAlphaScale < AddressMode > ( AlphaCoverages , AlphaThresholds , SourceImageData ) ;
}
2014-03-14 14:13:41 -04:00
for ( int32 DestY = 0 ; DestY < DestImageData . SizeY ; DestY + + )
{
for ( int32 DestX = 0 ; DestX < DestImageData . SizeX ; DestX + + )
{
const int32 SourceX = DestX * ScaleFactor ;
const int32 SourceY = DestY * ScaleFactor ;
FLinearColor FilteredColor ( 0 , 0 , 0 , 0 ) ;
if ( bSharpenWithoutColorShift )
{
2015-08-10 14:54:00 -04:00
FLinearColor SharpenedColor ( 0 , 0 , 0 , 0 ) ;
2014-03-14 14:13:41 -04:00
for ( uint32 KernelY = 0 ; KernelY < Kernel . GetFilterTableSize ( ) ; + + KernelY )
{
for ( uint32 KernelX = 0 ; KernelX < Kernel . GetFilterTableSize ( ) ; + + KernelX )
{
float Weight = Kernel . GetAt ( KernelX , KernelY ) ;
FLinearColor Sample = LookupSourceMip < AddressMode > ( SourceImageData , SourceX + KernelX - KernelCenter , SourceY + KernelY - KernelCenter ) ;
2015-08-10 14:54:00 -04:00
SharpenedColor + = Weight * Sample ;
2014-03-14 14:13:41 -04:00
}
}
2015-08-10 14:54:00 -04:00
float NewLuminance = SharpenedColor . ComputeLuminance ( ) ;
2014-03-14 14:13:41 -04:00
// simple 2x2 kernel to compute the color
FilteredColor =
( LookupSourceMip < AddressMode > ( SourceImageData , SourceX + 0 , SourceY + 0 )
+ LookupSourceMip < AddressMode > ( SourceImageData , SourceX + 1 , SourceY + 0 )
+ LookupSourceMip < AddressMode > ( SourceImageData , SourceX + 0 , SourceY + 1 )
+ LookupSourceMip < AddressMode > ( SourceImageData , SourceX + 1 , SourceY + 1 ) ) * 0.25f ;
float OldLuminance = FilteredColor . ComputeLuminance ( ) ;
if ( OldLuminance > 0.001f )
{
float Factor = NewLuminance / OldLuminance ;
FilteredColor . R * = Factor ;
FilteredColor . G * = Factor ;
FilteredColor . B * = Factor ;
}
2015-08-10 14:54:00 -04:00
// We also want to sharpen the alpha channel (was missing before)
FilteredColor . A = SharpenedColor . A ;
2014-03-14 14:13:41 -04:00
}
else
{
for ( uint32 KernelY = 0 ; KernelY < Kernel . GetFilterTableSize ( ) ; + + KernelY )
{
for ( uint32 KernelX = 0 ; KernelX < Kernel . GetFilterTableSize ( ) ; + + KernelX )
{
float Weight = Kernel . GetAt ( KernelX , KernelY ) ;
FLinearColor Sample = LookupSourceMip < AddressMode > ( SourceImageData , SourceX + KernelX - KernelCenter , SourceY + KernelY - KernelCenter ) ;
FilteredColor + = Weight * Sample ;
}
}
}
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
// Apply computed alpha scales to each channel
FilteredColor . R * = AlphaScale . X ;
FilteredColor . G * = AlphaScale . Y ;
FilteredColor . B * = AlphaScale . Z ;
FilteredColor . A * = AlphaScale . W ;
2014-03-14 14:13:41 -04:00
if ( bDitherMipMapAlpha )
{
// Dither the alpha of any pixel which passes an alpha threshold test.
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
const int32 DitherAlphaThreshold = 5.0f / 255.0f ;
2014-03-14 14:13:41 -04:00
const float MinRandomAlpha = 85.0f ;
const float MaxRandomAlpha = 255.0f ;
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 ( FilteredColor . A > DitherAlphaThreshold )
2014-03-14 14:13:41 -04:00
{
2014-05-06 06:26:25 -04:00
FilteredColor . A = FMath : : TruncToInt ( FMath : : Lerp ( MinRandomAlpha , MaxRandomAlpha , RandomStream . GetFraction ( ) ) ) ;
2014-03-14 14:13:41 -04:00
}
}
// Set the destination pixel.
//FLinearColor& DestColor = *(DestImageData.AsRGBA32F() + DestX + DestY * DestImageData.SizeX);
FLinearColor & DestColor = DestImageData . Access ( DestX , DestY ) ;
DestColor = FilteredColor ;
}
}
}
// to switch conveniently between different texture wrapping modes for the mip map generation
// the template can optimize the inner loop using a constant AddressMode
static void GenerateSharpenedMipB8G8R8A8 (
const FImageView2D & SourceImageData ,
FImageView2D & DestImageData ,
EMipGenAddressMode AddressMode ,
bool bDitherMipMapAlpha ,
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
FVector4 AlphaCoverages ,
FVector4 AlphaThresholds ,
2014-03-14 14:13:41 -04:00
const FImageKernel2D & Kernel ,
uint32 ScaleFactor ,
bool bSharpenWithoutColorShift
)
{
switch ( AddressMode )
{
case MGTAM_Wrap :
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
GenerateSharpenedMipB8G8R8A8Templ < MGTAM_Wrap > ( SourceImageData , DestImageData , bDitherMipMapAlpha , AlphaCoverages , AlphaThresholds , Kernel , ScaleFactor , bSharpenWithoutColorShift ) ;
2014-03-14 14:13:41 -04:00
break ;
case MGTAM_Clamp :
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
GenerateSharpenedMipB8G8R8A8Templ < MGTAM_Clamp > ( SourceImageData , DestImageData , bDitherMipMapAlpha , AlphaCoverages , AlphaThresholds , Kernel , ScaleFactor , bSharpenWithoutColorShift ) ;
2014-03-14 14:13:41 -04:00
break ;
case MGTAM_BorderBlack :
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
GenerateSharpenedMipB8G8R8A8Templ < MGTAM_BorderBlack > ( SourceImageData , DestImageData , bDitherMipMapAlpha , AlphaCoverages , AlphaThresholds , Kernel , ScaleFactor , bSharpenWithoutColorShift ) ;
2014-03-14 14:13:41 -04:00
break ;
default :
check ( 0 ) ;
}
}
// Update border texels after normal mip map generation to preserve the colors there (useful for particles and decals).
static void GenerateMipBorder (
const FImageView2D & SrcImageData ,
FImageView2D & DestImageData
)
{
check ( SrcImageData . SizeX = = 2 * DestImageData . SizeX | | DestImageData . SizeX = = 1 ) ;
check ( SrcImageData . SizeY = = 2 * DestImageData . SizeY | | DestImageData . SizeY = = 1 ) ;
for ( int32 DestY = 0 ; DestY < DestImageData . SizeY ; DestY + + )
{
for ( int32 DestX = 0 ; DestX < DestImageData . SizeX ; )
{
FLinearColor FilteredColor ( 0 , 0 , 0 , 0 ) ;
{
float WeightSum = 0.0f ;
for ( int32 KernelY = 0 ; KernelY < 2 ; + + KernelY )
{
for ( int32 KernelX = 0 ; KernelX < 2 ; + + KernelX )
{
const int32 SourceX = DestX * 2 + KernelX ;
const int32 SourceY = DestY * 2 + KernelY ;
// only average the source border
if ( SourceX = = 0 | |
SourceX = = SrcImageData . SizeX - 1 | |
SourceY = = 0 | |
SourceY = = SrcImageData . SizeY - 1 )
{
FLinearColor Sample = LookupSourceMip < MGTAM_Wrap > ( SrcImageData , SourceX , SourceY ) ;
FilteredColor + = Sample ;
WeightSum + = 1.0f ;
}
}
}
FilteredColor / = WeightSum ;
}
// Set the destination pixel.
//FLinearColor& DestColor = *(DestImageData.AsRGBA32F() + DestX + DestY * DestImageData.SizeX);
FLinearColor & DestColor = DestImageData . Access ( DestX , DestY ) ;
DestColor = FilteredColor ;
+ + DestX ;
if ( DestY > 0 & &
DestY < DestImageData . SizeY - 1 & &
DestX > 0 & &
DestX < DestImageData . SizeX - 1 )
{
// jump over the non border area
DestX + = FMath : : Max ( 1 , DestImageData . SizeX - 2 ) ;
}
}
}
}
// how should be treat lookups outside of the image
static EMipGenAddressMode ComputeAdressMode ( const FTextureBuildSettings & Settings )
{
EMipGenAddressMode AddressMode = MGTAM_Wrap ;
if ( Settings . bPreserveBorder )
{
AddressMode = Settings . bBorderColorBlack ? MGTAM_BorderBlack : MGTAM_Clamp ;
}
return AddressMode ;
}
static void GenerateTopMip ( const FImage & SrcImage , FImage & DestImage , const FTextureBuildSettings & Settings )
{
EMipGenAddressMode AddressMode = ComputeAdressMode ( Settings ) ;
FImageKernel2D KernelDownsample ;
// /2 as input resolution is same as output resolution and the settings assumed the output is half resolution
KernelDownsample . BuildSeparatableGaussWithSharpen ( FMath : : Max ( 2u , Settings . SharpenMipKernelSize / 2 ) , Settings . MipSharpening ) ;
Gamma Correction - Changing the way all FColors are converted into FLinearColor by default. Previously all sRGB textures coming into the engine along with all other usage of FColor -> FLinearColor used a lookup table that assumed the final gamma correction would simply be pow(color, 1/DisplayGamma). However, that's not the case, we use the IEC 61966-2-1 standard on most platforms for both the scene renderer, as well as for gamma correction in Slate. In Slate you should now see an image matching Photoshop instead of being slightly darker in the lower ranges. However, because we don't want to invalidate all existing textures that users have authored, all existing UTextures have a UseLegacyGamma flag set to true, all new textures will be set to false. The flag is part of the DDC key calculation, but steps were taken so that when legacy is true, keys match existing keys to prevent universally invalidating all games DDCs just to make this change.
To summarize,
Old Pipeline: sRGB-Pow(2.2) -> Linear -> sRGB-IEC 61966
New Pipeline: sRGB-IEC 61966 -> Linear -> sRGB-IEC 61966
#codereview gil.gribb, nick.penwarden, martin.mittring
[CL 2571070 by Nick Darnell in Main branch]
2015-05-29 16:03:43 -04:00
DestImage . Init ( SrcImage . SizeX , SrcImage . SizeY , SrcImage . Format , SrcImage . GammaSpace ) ;
2014-03-14 14:13:41 -04:00
for ( int32 SliceIndex = 0 ; SliceIndex < SrcImage . NumSlices ; + + SliceIndex )
{
FImageView2D SrcView ( ( FImage & ) SrcImage , SliceIndex ) ;
FImageView2D DestView ( DestImage , SliceIndex ) ;
// generate DestImage: down sample with sharpening
GenerateSharpenedMipB8G8R8A8 (
SrcView ,
DestView ,
AddressMode ,
Settings . bDitherMipMapAlpha ,
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
FVector4 ( 0 , 0 , 0 , 0 ) ,
FVector4 ( 0 , 0 , 0 , 0 ) ,
2014-03-14 14:13:41 -04:00
KernelDownsample ,
1 ,
Settings . bSharpenWithoutColorShift
) ;
}
}
/**
* Generate a full mip chain . The input mip chain must have one or more mips .
* @ param Settings - Preprocess settings .
2014-04-23 20:04:50 -04:00
* @ param BaseImage - An image that will serve as the source for the generation of the mip chain .
* @ param OutMipChain - An array that will contain the resultant mip images . Generated mip levels are appended to the array .
* @ param MipChainDepth - number of mip images to produce . Mips chain is finished when either a 1 x1 mip is produced or ' MipChainDepth ' images have been produced .
2014-03-14 14:13:41 -04:00
*/
static void GenerateMipChain (
const FTextureBuildSettings & Settings ,
2014-04-23 20:04:50 -04:00
const FImage & BaseImage ,
TArray < FImage > & OutMipChain ,
uint32 MipChainDepth = MAX_uint32
2014-03-14 14:13:41 -04:00
)
{
2014-04-23 20:04:50 -04:00
check ( BaseImage . Format = = ERawImageFormat : : RGBA32F ) ;
2014-03-14 14:13:41 -04:00
2014-04-23 20:04:50 -04:00
const FImage & BaseMip = BaseImage ;
2014-03-14 14:13:41 -04:00
const int32 SrcWidth = BaseMip . SizeX ;
const int32 SrcHeight = BaseMip . SizeY ;
const int32 SrcNumSlices = BaseMip . NumSlices ;
const ERawImageFormat : : Type ImageFormat = ERawImageFormat : : RGBA32F ;
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
FVector4 AlphaScales ( 1 , 1 , 1 , 1 ) ;
FVector4 AlphaCoverages ( 0 , 0 , 0 , 0 ) ;
2014-03-14 14:13:41 -04:00
// space for one source mip and one destination mip
FImage IntermediateSrc ( SrcWidth , SrcHeight , SrcNumSlices , ImageFormat ) ;
FImage IntermediateDst ( FMath : : Max < uint32 > ( 1 , SrcWidth > > 1 ) , FMath : : Max < uint32 > ( 1 , SrcHeight > > 1 ) , SrcNumSlices , ImageFormat ) ;
// copy base mip
Gamma Correction - Changing the way all FColors are converted into FLinearColor by default. Previously all sRGB textures coming into the engine along with all other usage of FColor -> FLinearColor used a lookup table that assumed the final gamma correction would simply be pow(color, 1/DisplayGamma). However, that's not the case, we use the IEC 61966-2-1 standard on most platforms for both the scene renderer, as well as for gamma correction in Slate. In Slate you should now see an image matching Photoshop instead of being slightly darker in the lower ranges. However, because we don't want to invalidate all existing textures that users have authored, all existing UTextures have a UseLegacyGamma flag set to true, all new textures will be set to false. The flag is part of the DDC key calculation, but steps were taken so that when legacy is true, keys match existing keys to prevent universally invalidating all games DDCs just to make this change.
To summarize,
Old Pipeline: sRGB-Pow(2.2) -> Linear -> sRGB-IEC 61966
New Pipeline: sRGB-IEC 61966 -> Linear -> sRGB-IEC 61966
#codereview gil.gribb, nick.penwarden, martin.mittring
[CL 2571070 by Nick Darnell in Main branch]
2015-05-29 16:03:43 -04:00
BaseMip . CopyTo ( IntermediateSrc , ERawImageFormat : : RGBA32F , EGammaSpace : : Linear ) ;
2014-03-14 14:13:41 -04:00
// Filtering kernels.
FImageKernel2D KernelSimpleAverage ;
FImageKernel2D KernelDownsample ;
KernelSimpleAverage . BuildSeparatableGaussWithSharpen ( 2 ) ;
KernelDownsample . BuildSeparatableGaussWithSharpen ( Settings . SharpenMipKernelSize , Settings . MipSharpening ) ;
EMipGenAddressMode AddressMode = ComputeAdressMode ( Settings ) ;
bool bReDrawBorder = false ;
if ( Settings . bPreserveBorder )
{
bReDrawBorder = ! Settings . bBorderColorBlack ;
}
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
// Calculate alpha coverage value to preserve along mip chain
if ( Settings . AlphaCoverageThresholds ! = FVector4 ( 0 , 0 , 0 , 0 ) )
{
FImageView2D IntermediateSrcView ( IntermediateSrc , 0 ) ;
switch ( AddressMode )
{
case MGTAM_Wrap :
AlphaCoverages = ComputeAlphaCoverage < MGTAM_Wrap > ( Settings . AlphaCoverageThresholds , AlphaScales , IntermediateSrcView ) ;
break ;
case MGTAM_Clamp :
AlphaCoverages = ComputeAlphaCoverage < MGTAM_Clamp > ( Settings . AlphaCoverageThresholds , AlphaScales , IntermediateSrcView ) ;
break ;
case MGTAM_BorderBlack :
AlphaCoverages = ComputeAlphaCoverage < MGTAM_BorderBlack > ( Settings . AlphaCoverageThresholds , AlphaScales , IntermediateSrcView ) ;
break ;
default :
check ( 0 ) ;
}
}
2014-03-14 14:13:41 -04:00
// Generate mips
2014-04-23 20:04:50 -04:00
for ( ; MipChainDepth ! = 0 ; - - MipChainDepth )
2014-03-14 14:13:41 -04:00
{
FImage & DestImage = * new ( OutMipChain ) FImage ( IntermediateDst . SizeX , IntermediateDst . SizeY , SrcNumSlices , ImageFormat ) ;
for ( int32 SliceIndex = 0 ; SliceIndex < SrcNumSlices ; + + SliceIndex )
{
FImageView2D IntermediateSrcView ( IntermediateSrc , SliceIndex ) ;
FImageView2D DestView ( DestImage , SliceIndex ) ;
FImageView2D IntermediateDstView ( IntermediateDst , SliceIndex ) ;
// generate DestImage: down sample with sharpening
GenerateSharpenedMipB8G8R8A8 (
IntermediateSrcView ,
DestView ,
AddressMode ,
Settings . bDitherMipMapAlpha ,
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
AlphaCoverages ,
Settings . AlphaCoverageThresholds ,
2014-03-14 14:13:41 -04:00
KernelDownsample ,
2 ,
Settings . bSharpenWithoutColorShift
) ;
// generate IntermediateDstImage:
if ( Settings . bDownsampleWithAverage )
{
// down sample without sharpening for the next iteration
GenerateSharpenedMipB8G8R8A8 (
IntermediateSrcView ,
IntermediateDstView ,
AddressMode ,
Settings . bDitherMipMapAlpha ,
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
AlphaCoverages ,
Settings . AlphaCoverageThresholds ,
2014-03-14 14:13:41 -04:00
KernelSimpleAverage ,
2 ,
Settings . bSharpenWithoutColorShift
) ;
}
}
if ( Settings . bDownsampleWithAverage = = false )
{
FMemory : : Memcpy ( IntermediateDst . AsRGBA32F ( ) , DestImage . AsRGBA32F ( ) ,
IntermediateDst . SizeX * IntermediateDst . SizeY * SrcNumSlices * sizeof ( FLinearColor ) ) ;
}
if ( bReDrawBorder )
{
for ( int32 SliceIndex = 0 ; SliceIndex < SrcNumSlices ; + + SliceIndex )
{
FImageView2D IntermediateSrcView ( IntermediateSrc , SliceIndex ) ;
FImageView2D DestView ( DestImage , SliceIndex ) ;
FImageView2D IntermediateDstView ( IntermediateDst , SliceIndex ) ;
GenerateMipBorder ( IntermediateSrcView , DestView ) ;
GenerateMipBorder ( IntermediateSrcView , IntermediateDstView ) ;
}
}
// Once we've created mip-maps down to 1x1, we're done.
if ( IntermediateDst . SizeX = = 1 & & IntermediateDst . SizeY = = 1 )
{
break ;
}
// last destination becomes next source
FMemory : : Memcpy ( IntermediateSrc . AsRGBA32F ( ) , IntermediateDst . AsRGBA32F ( ) ,
IntermediateDst . SizeX * IntermediateDst . SizeY * SrcNumSlices * sizeof ( FLinearColor ) ) ;
// Sizes for the next iteration.
IntermediateSrc . SizeX = FMath : : Max < uint32 > ( 1 , IntermediateSrc . SizeX > > 1 ) ;
IntermediateSrc . SizeY = FMath : : Max < uint32 > ( 1 , IntermediateSrc . SizeY > > 1 ) ;
IntermediateDst . SizeX = FMath : : Max < uint32 > ( 1 , IntermediateDst . SizeX > > 1 ) ;
IntermediateDst . SizeY = FMath : : Max < uint32 > ( 1 , IntermediateDst . SizeY > > 1 ) ;
}
}
/*------------------------------------------------------------------------------
Angular Filtering for HDR Cubemaps .
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
/**
* View in to an image that allows access by converting a direction to longitude and latitude .
*/
struct FImageViewLongLat
{
/** Image colors. */
FLinearColor * ImageColors ;
/** Width of the image. */
int32 SizeX ;
/** Height of the image. */
int32 SizeY ;
/** Initialization constructor. */
explicit FImageViewLongLat ( FImage & Image )
{
ImageColors = Image . AsRGBA32F ( ) ;
SizeX = Image . SizeX ;
SizeY = Image . SizeY ;
}
/** Wraps X around W. */
static void WrapTo ( int32 & X , int32 W )
{
X = X % W ;
if ( X < 0 )
{
X + = W ;
}
}
/** Const access to a texel. */
FLinearColor Access ( int32 X , int32 Y ) const
{
return ImageColors [ X + Y * SizeX ] ;
}
/** Makes a filtered lookup. */
FLinearColor LookupFiltered ( float X , float Y ) const
{
int32 X0 = ( int32 ) floor ( X ) ;
int32 Y0 = ( int32 ) floor ( Y ) ;
float FracX = X - X0 ;
float FracY = Y - Y0 ;
int32 X1 = X0 + 1 ;
int32 Y1 = Y0 + 1 ;
WrapTo ( X0 , SizeX ) ;
WrapTo ( X1 , SizeX ) ;
Y0 = FMath : : Clamp ( Y0 , 0 , ( int32 ) ( SizeY - 1 ) ) ;
Y1 = FMath : : Clamp ( Y1 , 0 , ( int32 ) ( SizeY - 1 ) ) ;
FLinearColor CornerRGB00 = Access ( X0 , Y0 ) ;
FLinearColor CornerRGB10 = Access ( X1 , Y0 ) ;
FLinearColor CornerRGB01 = Access ( X0 , Y1 ) ;
FLinearColor CornerRGB11 = Access ( X1 , Y1 ) ;
FLinearColor CornerRGB0 = FMath : : Lerp ( CornerRGB00 , CornerRGB10 , FracX ) ;
FLinearColor CornerRGB1 = FMath : : Lerp ( CornerRGB01 , CornerRGB11 , FracX ) ;
return FMath : : Lerp ( CornerRGB0 , CornerRGB1 , FracY ) ;
}
/** Makes a filtered lookup using a direction. */
FLinearColor LookupLongLat ( FVector NormalizedDirection ) const
{
// see http://gl.ict.usc.edu/Data/HighResProbes
// latitude-longitude panoramic format = equirectangular mapping
float X = ( 1 + atan2 ( NormalizedDirection . X , - NormalizedDirection . Z ) / PI ) / 2 * SizeX ;
float Y = acos ( NormalizedDirection . Y ) / PI * SizeY ;
return LookupFiltered ( X , Y ) ;
}
} ;
// transform world space vector to a space relative to the face
static FVector TransformSideToWorldSpace ( uint32 CubemapFace , FVector InDirection )
{
float x = InDirection . X , y = InDirection . Y , z = InDirection . Z ;
FVector Ret = FVector ( 0 , 0 , 0 ) ;
// see http://msdn.microsoft.com/en-us/library/bb204881(v=vs.85).aspx
switch ( CubemapFace )
{
case 0 : Ret = FVector ( + z , - y , - x ) ; break ;
case 1 : Ret = FVector ( - z , - y , + x ) ; break ;
case 2 : Ret = FVector ( + x , + z , + y ) ; break ;
case 3 : Ret = FVector ( + x , - z , - y ) ; break ;
case 4 : Ret = FVector ( + x , - y , + z ) ; break ;
case 5 : Ret = FVector ( - x , - y , - z ) ; break ;
default :
checkSlow ( 0 ) ;
}
// this makes it with the Unreal way (z and y are flipped)
return FVector ( Ret . X , Ret . Z , Ret . Y ) ;
}
// transform vector relative to the face to world space
static FVector TransformWorldToSideSpace ( uint32 CubemapFace , FVector InDirection )
{
// undo Unreal way (z and y are flipped)
float x = InDirection . X , y = InDirection . Z , z = InDirection . Y ;
FVector Ret = FVector ( 0 , 0 , 0 ) ;
// see http://msdn.microsoft.com/en-us/library/bb204881(v=vs.85).aspx
switch ( CubemapFace )
{
case 0 : Ret = FVector ( - z , - y , + x ) ; break ;
case 1 : Ret = FVector ( + z , - y , - x ) ; break ;
case 2 : Ret = FVector ( + x , + z , + y ) ; break ;
case 3 : Ret = FVector ( + x , - z , - y ) ; break ;
case 4 : Ret = FVector ( + x , - y , + z ) ; break ;
case 5 : Ret = FVector ( - x , - y , - z ) ; break ;
default :
checkSlow ( 0 ) ;
}
return Ret ;
}
FVector ComputeSSCubeDirectionAtTexelCenter ( uint32 x , uint32 y , float InvSideExtent )
{
// center of the texels
FVector DirectionSS ( ( x + 0.5f ) * InvSideExtent * 2 - 1 , ( y + 0.5f ) * InvSideExtent * 2 - 1 , 1 ) ;
DirectionSS . Normalize ( ) ;
return DirectionSS ;
}
static FVector ComputeWSCubeDirectionAtTexelCenter ( uint32 CubemapFace , uint32 x , uint32 y , float InvSideExtent )
{
FVector DirectionSS = ComputeSSCubeDirectionAtTexelCenter ( x , y , InvSideExtent ) ;
FVector DirectionWS = TransformSideToWorldSpace ( CubemapFace , DirectionSS ) ;
return DirectionWS ;
}
2014-07-09 23:01:47 -04:00
static int32 ComputeLongLatCubemapExtents ( const FImage & SrcImage , const int32 MaxCubemapTextureResolution )
2014-03-14 14:13:41 -04:00
{
2014-07-09 23:01:47 -04:00
return FMath : : Clamp ( 1 < < FMath : : FloorLog2 ( SrcImage . SizeX / 2 ) , 32 , MaxCubemapTextureResolution ) ;
2014-03-14 14:13:41 -04:00
}
/**
* Generates the base cubemap mip from a longitude - latitude 2 D image .
* @ param OutMip - The output mip .
* @ param SrcImage - The source longlat image .
*/
2014-07-09 23:01:47 -04:00
static void GenerateBaseCubeMipFromLongitudeLatitude2D ( FImage * OutMip , const FImage & SrcImage , const int32 MaxCubemapTextureResolution )
2014-03-14 14:13:41 -04:00
{
FImage LongLatImage ;
Gamma Correction - Changing the way all FColors are converted into FLinearColor by default. Previously all sRGB textures coming into the engine along with all other usage of FColor -> FLinearColor used a lookup table that assumed the final gamma correction would simply be pow(color, 1/DisplayGamma). However, that's not the case, we use the IEC 61966-2-1 standard on most platforms for both the scene renderer, as well as for gamma correction in Slate. In Slate you should now see an image matching Photoshop instead of being slightly darker in the lower ranges. However, because we don't want to invalidate all existing textures that users have authored, all existing UTextures have a UseLegacyGamma flag set to true, all new textures will be set to false. The flag is part of the DDC key calculation, but steps were taken so that when legacy is true, keys match existing keys to prevent universally invalidating all games DDCs just to make this change.
To summarize,
Old Pipeline: sRGB-Pow(2.2) -> Linear -> sRGB-IEC 61966
New Pipeline: sRGB-IEC 61966 -> Linear -> sRGB-IEC 61966
#codereview gil.gribb, nick.penwarden, martin.mittring
[CL 2571070 by Nick Darnell in Main branch]
2015-05-29 16:03:43 -04:00
SrcImage . CopyTo ( LongLatImage , ERawImageFormat : : RGBA32F , EGammaSpace : : Linear ) ;
2014-03-14 14:13:41 -04:00
FImageViewLongLat LongLatView ( LongLatImage ) ;
// TODO_TEXTURE: Expose target size to user.
2014-07-09 23:01:47 -04:00
int32 Extent = ComputeLongLatCubemapExtents ( LongLatImage , MaxCubemapTextureResolution ) ;
2014-03-14 14:13:41 -04:00
float InvExtent = 1.0f / Extent ;
Gamma Correction - Changing the way all FColors are converted into FLinearColor by default. Previously all sRGB textures coming into the engine along with all other usage of FColor -> FLinearColor used a lookup table that assumed the final gamma correction would simply be pow(color, 1/DisplayGamma). However, that's not the case, we use the IEC 61966-2-1 standard on most platforms for both the scene renderer, as well as for gamma correction in Slate. In Slate you should now see an image matching Photoshop instead of being slightly darker in the lower ranges. However, because we don't want to invalidate all existing textures that users have authored, all existing UTextures have a UseLegacyGamma flag set to true, all new textures will be set to false. The flag is part of the DDC key calculation, but steps were taken so that when legacy is true, keys match existing keys to prevent universally invalidating all games DDCs just to make this change.
To summarize,
Old Pipeline: sRGB-Pow(2.2) -> Linear -> sRGB-IEC 61966
New Pipeline: sRGB-IEC 61966 -> Linear -> sRGB-IEC 61966
#codereview gil.gribb, nick.penwarden, martin.mittring
[CL 2571070 by Nick Darnell in Main branch]
2015-05-29 16:03:43 -04:00
OutMip - > Init ( Extent , Extent , 6 , ERawImageFormat : : RGBA32F , EGammaSpace : : Linear ) ;
2014-03-14 14:13:41 -04:00
for ( uint32 Face = 0 ; Face < 6 ; + + Face )
{
FImageView2D MipView ( * OutMip , Face ) ;
for ( int32 y = 0 ; y < Extent ; + + y )
{
for ( int32 x = 0 ; x < Extent ; + + x )
{
FVector DirectionWS = ComputeWSCubeDirectionAtTexelCenter ( Face , x , y , InvExtent ) ;
MipView . Access ( x , y ) = LongLatView . LookupLongLat ( DirectionWS ) ;
}
}
}
}
class FTexelProcessor
{
public :
// @param InConeAxisSS - normalized, in side space
// @param TexelAreaArray - precomputed area of each texel for correct weighting
FTexelProcessor ( const FVector & InConeAxisSS , float ConeAngle , const FLinearColor * InSideData , const float * InTexelAreaArray , uint32 InFullExtent )
: ConeAxisSS ( InConeAxisSS )
, AccumulatedColor ( 0 , 0 , 0 , 0 )
, SideData ( InSideData )
, TexelAreaArray ( InTexelAreaArray )
, FullExtent ( InFullExtent )
{
ConeAngleSin = sinf ( ConeAngle ) ;
ConeAngleCos = cosf ( ConeAngle ) ;
// *2 as the position is from -1 to 1
// / InFullExtent as x and y is in the range 0..InFullExtent-1
PositionToWorldScale = 2.0f / InFullExtent ;
InvFullExtent = 1.0f / FullExtent ;
// examples: 0 to diffuse convolution, 0.95f for glossy
DirDot = FMath : : Min ( FMath : : Cos ( ConeAngle ) , 0.9999f ) ;
InvDirOneMinusDot = 1.0f / ( 1.0f - DirDot ) ;
// precomputed sqrt(2.0f * 2.0f + 2.0f * 2.0f)
float Sqrt8 = 2.8284271f ;
RadiusToWorldScale = Sqrt8 / ( float ) InFullExtent ;
}
// @return true: yes, traverse deeper, false: not relevant
bool TestIfRelevant ( uint32 x , uint32 y , uint32 LocalExtent ) const
{
float HalfExtent = LocalExtent * 0.5f ;
float U = ( x + HalfExtent ) * PositionToWorldScale - 1.0f ;
float V = ( y + HalfExtent ) * PositionToWorldScale - 1.0f ;
float SphereRadius = RadiusToWorldScale * LocalExtent ;
FVector SpherePos ( U , V , 1 ) ;
return FMath : : SphereConeIntersection ( SpherePos , SphereRadius , ConeAxisSS , ConeAngleSin , ConeAngleCos ) ;
}
void Process ( uint32 x , uint32 y )
{
const FLinearColor * In = & SideData [ x + y * FullExtent ] ;
FVector DirectionSS = ComputeSSCubeDirectionAtTexelCenter ( x , y , InvFullExtent ) ;
float DotValue = ConeAxisSS | DirectionSS ;
if ( DotValue > DirDot )
{
// 0..1, 0=at kernel border..1=at kernel center
float KernelWeight = 1.0f - ( 1.0f - DotValue ) * InvDirOneMinusDot ;
// apply smoothstep function (softer, less linear result)
KernelWeight = KernelWeight * KernelWeight * ( 3 - 2 * KernelWeight ) ;
float AreaCompensation = TexelAreaArray [ x + y * FullExtent ] ;
// AreaCompensation would be need for correctness but seems it has a but
// as it looks much better (no seam) without, the effect is minor so it's deactivated for now.
// float Weight = KernelWeight * AreaCompensation;
float Weight = KernelWeight ;
AccumulatedColor . R + = Weight * In - > R ;
AccumulatedColor . G + = Weight * In - > G ;
AccumulatedColor . B + = Weight * In - > B ;
AccumulatedColor . A + = Weight ;
}
}
// normalized, in side space
FVector ConeAxisSS ;
FLinearColor AccumulatedColor ;
// cached for better performance
float ConeAngleSin ;
float ConeAngleCos ;
float PositionToWorldScale ;
float RadiusToWorldScale ;
float InvFullExtent ;
// 0 to diffuse convolution, 0.95f for glossy
float DirDot ;
float InvDirOneMinusDot ;
/** [x + y * FullExtent] */
const FLinearColor * SideData ;
const float * TexelAreaArray ;
uint32 FullExtent ;
} ;
template < class TVisitor >
void TCubemapSideRasterizer ( TVisitor & TexelProcessor , int32 x , uint32 y , uint32 Extent )
{
if ( Extent > 1 )
{
if ( ! TexelProcessor . TestIfRelevant ( x , y , Extent ) )
{
return ;
}
Extent / = 2 ;
TCubemapSideRasterizer ( TexelProcessor , x , y , Extent ) ;
TCubemapSideRasterizer ( TexelProcessor , x + Extent , y , Extent ) ;
TCubemapSideRasterizer ( TexelProcessor , x , y + Extent , Extent ) ;
TCubemapSideRasterizer ( TexelProcessor , x + Extent , y + Extent , Extent ) ;
}
else
{
TexelProcessor . Process ( x , y ) ;
}
}
static FLinearColor IntegrateAngularArea ( FImage & Image , FVector FilterDirectionWS , float ConeAngle , const float * TexelAreaArray )
{
// Alpha channel is used to renormalize later
FLinearColor ret ( 0 , 0 , 0 , 0 ) ;
int32 Extent = Image . SizeX ;
for ( uint32 Face = 0 ; Face < 6 ; + + Face )
{
FImageView2D ImageView ( Image , Face ) ;
FVector FilterDirectionSS = TransformWorldToSideSpace ( Face , FilterDirectionWS ) ;
FTexelProcessor Processor ( FilterDirectionSS , ConeAngle , & ImageView . Access ( 0 , 0 ) , TexelAreaArray , Extent ) ;
// recursively split the (0,0)-(Extent-1,Extent-1), tests for intersection and processes only colors inside
TCubemapSideRasterizer ( Processor , 0 , 0 , Extent ) ;
ret + = Processor . AccumulatedColor ;
}
if ( ret . A ! = 0 )
{
float Inv = 1.0f / ret . A ;
ret . R * = Inv ;
ret . G * = Inv ;
ret . B * = Inv ;
}
else
{
// should not happen
// checkSlow(0);
}
ret . A = 0 ;
return ret ;
}
// @return 2 * computed triangle area
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static inline float TriangleArea2_3D ( FVector A , FVector B , FVector C )
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{
return ( ( A - B ) ^ ( C - B ) ) . Size ( ) ;
}
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static inline float ComputeTexelArea ( uint32 x , uint32 y , float InvSideExtentMul2 )
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{
float fU = x * InvSideExtentMul2 - 1 ;
float fV = y * InvSideExtentMul2 - 1 ;
FVector CornerA = FVector ( fU , fV , 1 ) ;
FVector CornerB = FVector ( fU + InvSideExtentMul2 , fV , 1 ) ;
FVector CornerC = FVector ( fU , fV + InvSideExtentMul2 , 1 ) ;
FVector CornerD = FVector ( fU + InvSideExtentMul2 , fV + InvSideExtentMul2 , 1 ) ;
CornerA . Normalize ( ) ;
CornerB . Normalize ( ) ;
CornerC . Normalize ( ) ;
CornerD . Normalize ( ) ;
return TriangleArea2_3D ( CornerA , CornerB , CornerC ) + TriangleArea2_3D ( CornerC , CornerB , CornerD ) * 0.5f ;
}
/**
* Generate a mip using angular filtering .
* @ param DestMip - The filtered mip .
* @ param SrcMip - The source mip which will be filtered .
* @ param ConeAngle - The cone angle with which to filter .
*/
static void GenerateAngularFilteredMip ( FImage * DestMip , FImage & SrcMip , float ConeAngle )
{
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int32 MipExtent = DestMip - > SizeX ;
float MipInvSideExtent = 1.0f / MipExtent ;
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TArray < float > TexelAreaArray ;
TexelAreaArray . AddUninitialized ( SrcMip . SizeX * SrcMip . SizeY ) ;
// precompute the area size for one face (is the same for each face)
for ( int32 y = 0 ; y < SrcMip . SizeY ; + + y )
{
for ( int32 x = 0 ; x < SrcMip . SizeX ; + + x )
{
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TexelAreaArray [ x + y * SrcMip . SizeX ] = ComputeTexelArea ( x , y , MipInvSideExtent * 2 ) ;
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}
}
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// We start getting gains running threaded upwards of sizes >= 128
if ( SrcMip . SizeX > = 128 )
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{
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// Quick workaround: Do a thread per mip
struct FAsyncGenerateMipsPerFaceWorker : public FNonAbandonableTask
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{
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int32 Face ;
FImage * DestMip ;
int32 Extent ;
float ConeAngle ;
const float * TexelAreaArray ;
FImage * SrcMip ;
FAsyncGenerateMipsPerFaceWorker ( int32 InFace , FImage * InDestMip , int32 InExtent , float InConeAngle , const float * InTexelAreaArray , FImage * InSrcMip ) :
Face ( InFace ) ,
DestMip ( InDestMip ) ,
Extent ( InExtent ) ,
ConeAngle ( InConeAngle ) ,
TexelAreaArray ( InTexelAreaArray ) ,
SrcMip ( InSrcMip )
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{
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}
void DoWork ( )
{
const float InvSideExtent = 1.0f / Extent ;
FImageView2D DestMipView ( * DestMip , Face ) ;
for ( int32 y = 0 ; y < Extent ; + + y )
{
for ( int32 x = 0 ; x < Extent ; + + x )
{
FVector DirectionWS = ComputeWSCubeDirectionAtTexelCenter ( Face , x , y , InvSideExtent ) ;
DestMipView . Access ( x , y ) = IntegrateAngularArea ( * SrcMip , DirectionWS , ConeAngle , TexelAreaArray ) ;
}
}
}
FORCEINLINE TStatId GetStatId ( ) const
{
RETURN_QUICK_DECLARE_CYCLE_STAT ( FAsyncGenerateMipsPerFaceWorker , STATGROUP_ThreadPoolAsyncTasks ) ;
}
} ;
typedef FAsyncTask < FAsyncGenerateMipsPerFaceWorker > FAsyncGenerateMipsPerFaceTask ;
TIndirectArray < FAsyncGenerateMipsPerFaceTask > AsyncTasks ;
for ( int32 Face = 0 ; Face < 6 ; + + Face )
{
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auto * AsyncTask = new ( AsyncTasks ) FAsyncGenerateMipsPerFaceTask ( Face , DestMip , MipExtent , ConeAngle , TexelAreaArray . GetData ( ) , & SrcMip ) ;
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AsyncTask - > StartBackgroundTask ( ) ;
}
for ( int32 TaskIndex = 0 ; TaskIndex < AsyncTasks . Num ( ) ; + + TaskIndex )
{
auto & AsyncTask = AsyncTasks [ TaskIndex ] ;
AsyncTask . EnsureCompletion ( ) ;
}
}
else
{
for ( int32 Face = 0 ; Face < 6 ; + + Face )
{
FImageView2D DestMipView ( * DestMip , Face ) ;
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for ( int32 y = 0 ; y < MipExtent ; + + y )
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{
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for ( int32 x = 0 ; x < MipExtent ; + + x )
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{
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FVector DirectionWS = ComputeWSCubeDirectionAtTexelCenter ( Face , x , y , MipInvSideExtent ) ;
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DestMipView . Access ( x , y ) = IntegrateAngularArea ( SrcMip , DirectionWS , ConeAngle , TexelAreaArray . GetData ( ) ) ;
}
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}
}
}
}
/**
* Generates angularly filtered mips .
* @ param InOutMipChain - The mip chain to angularly filter .
* @ param NumMips - The number of mips the chain should have .
* @ param DiffuseConvolveMipLevel - The mip level that contains the diffuse convolution .
*/
static void GenerateAngularFilteredMips ( TArray < FImage > & InOutMipChain , int32 NumMips , uint32 DiffuseConvolveMipLevel )
{
TArray < FImage > SrcMipChain ;
Exchange ( SrcMipChain , InOutMipChain ) ;
InOutMipChain . Empty ( NumMips ) ;
// Generate simple averaged mips to accelerate angular filtering.
for ( int32 MipIndex = SrcMipChain . Num ( ) ; MipIndex < NumMips ; + + MipIndex )
{
FImage & BaseMip = SrcMipChain [ MipIndex - 1 ] ;
int32 BaseExtent = BaseMip . SizeX ;
int32 MipExtent = FMath : : Max ( BaseExtent > > 1 , 1 ) ;
FImage * Mip = new ( SrcMipChain ) FImage ( MipExtent , MipExtent , BaseMip . NumSlices , BaseMip . Format ) ;
for ( int32 Face = 0 ; Face < 6 ; + + Face )
{
FImageView2D BaseMipView ( BaseMip , Face ) ;
FImageView2D MipView ( * Mip , Face ) ;
for ( int32 y = 0 ; y < MipExtent ; + + y )
{
for ( int32 x = 0 ; x < MipExtent ; + + x )
{
FLinearColor Sum = (
BaseMipView . Access ( x * 2 , y * 2 ) +
BaseMipView . Access ( x * 2 + 1 , y * 2 ) +
BaseMipView . Access ( x * 2 , y * 2 + 1 ) +
BaseMipView . Access ( x * 2 + 1 , y * 2 + 1 )
) * 0.25f ;
MipView . Access ( x , y ) = Sum ;
}
}
}
}
int32 Extent = 1 < < ( NumMips - 1 ) ;
int32 BaseExtent = Extent ;
for ( int32 i = 0 ; i < NumMips ; + + i )
{
// 0:top mip 1:lowest mip = diffuse convolve
float NormalizedMipLevel = i / ( float ) ( NumMips - DiffuseConvolveMipLevel ) ;
float AdjustedMipLevel = NormalizedMipLevel * NumMips ;
float NormalizedWidth = BaseExtent * FMath : : Pow ( 2.0f , - AdjustedMipLevel ) ;
float TexelSize = 1.0f / NormalizedWidth ;
// 0.001f:sharp .. PI/2: diffuse convolve
// all lower mips are used for diffuse convolve
// above that the angle blends from sharp to diffuse convolved version
float ConeAngle = PI / 2.0f * TexelSize ;
// restrict to reasonable range
ConeAngle = FMath : : Clamp ( ConeAngle , 0.002f , ( float ) PI / 2.0f ) ;
UE_LOG ( LogTextureCompressor , Verbose , TEXT ( " GenerateAngularFilteredMips %f %f %f %f %f " ) , NormalizedMipLevel , AdjustedMipLevel , NormalizedWidth , TexelSize , ConeAngle * 180 / PI ) ;
// 0:normal, -1:4x faster, +1:4 times slower but more precise, -2, 2 ...
float QualityBias = 3.0f ;
// defined to result in a area of 1.0f (NormalizedArea)
// optimized = 0.5f * FMath::Sqrt(1.0f / PI);
float SphereRadius = 0.28209478f ;
float SegmentHeight = SphereRadius * ( 1.0f - FMath : : Cos ( ConeAngle ) ) ;
// compute SphereSegmentArea
float AreaCoveredInNormalizedArea = 2 * PI * SphereRadius * SegmentHeight ;
checkSlow ( AreaCoveredInNormalizedArea < = 0.5f ) ;
// unoptimized
// float FloatInputMip = FMath::Log2(FMath::Sqrt(AreaCoveredInNormalizedArea)) + InputMipCount - QualityBias;
// optimized
float FloatInputMip = 0.5f * FMath : : Log2 ( AreaCoveredInNormalizedArea ) + NumMips - QualityBias ;
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uint32 InputMip = FMath : : Clamp ( FMath : : TruncToInt ( FloatInputMip ) , 0 , NumMips - 1 ) ;
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FImage * Mip = new ( InOutMipChain ) FImage ( Extent , Extent , 6 , ERawImageFormat : : RGBA32F ) ;
GenerateAngularFilteredMip ( Mip , SrcMipChain [ InputMip ] , ConeAngle ) ;
Extent = FMath : : Max ( Extent > > 1 , 1 ) ;
}
}
/*------------------------------------------------------------------------------
Image Processing .
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
/**
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* Adjusts the colors of the image using the specified settings
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*
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* @ param Image Image to adjust
* @ param InBuildSettings Image build settings
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*/
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static void AdjustImageColors ( FImage & Image , const FTextureBuildSettings & InBuildSettings )
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{
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const FColorAdjustmentParameters & InParams = InBuildSettings . ColorAdjustment ;
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check ( Image . SizeX > 0 & & Image . SizeY > 0 ) ;
if ( ! FMath : : IsNearlyEqual ( InParams . AdjustBrightness , 1.0f , ( float ) KINDA_SMALL_NUMBER ) | |
! FMath : : IsNearlyEqual ( InParams . AdjustBrightnessCurve , 1.0f , ( float ) KINDA_SMALL_NUMBER ) | |
! FMath : : IsNearlyEqual ( InParams . AdjustSaturation , 1.0f , ( float ) KINDA_SMALL_NUMBER ) | |
! FMath : : IsNearlyEqual ( InParams . AdjustVibrance , 0.0f , ( float ) KINDA_SMALL_NUMBER ) | |
! FMath : : IsNearlyEqual ( InParams . AdjustRGBCurve , 1.0f , ( float ) KINDA_SMALL_NUMBER ) | |
! FMath : : IsNearlyEqual ( InParams . AdjustHue , 0.0f , ( float ) KINDA_SMALL_NUMBER ) | |
! FMath : : IsNearlyEqual ( InParams . AdjustMinAlpha , 0.0f , ( float ) KINDA_SMALL_NUMBER ) | |
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! FMath : : IsNearlyEqual ( InParams . AdjustMaxAlpha , 1.0f , ( float ) KINDA_SMALL_NUMBER ) | |
InBuildSettings . bChromaKeyTexture )
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{
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const FLinearColor ChromaKeyTarget = InBuildSettings . ChromaKeyColor ;
const float ChromaKeyThreshold = InBuildSettings . ChromaKeyThreshold + SMALL_NUMBER ;
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const int32 NumPixels = Image . SizeX * Image . SizeY * Image . NumSlices ;
FLinearColor * ImageColors = Image . AsRGBA32F ( ) ;
Gamma Correction - Changing the way all FColors are converted into FLinearColor by default. Previously all sRGB textures coming into the engine along with all other usage of FColor -> FLinearColor used a lookup table that assumed the final gamma correction would simply be pow(color, 1/DisplayGamma). However, that's not the case, we use the IEC 61966-2-1 standard on most platforms for both the scene renderer, as well as for gamma correction in Slate. In Slate you should now see an image matching Photoshop instead of being slightly darker in the lower ranges. However, because we don't want to invalidate all existing textures that users have authored, all existing UTextures have a UseLegacyGamma flag set to true, all new textures will be set to false. The flag is part of the DDC key calculation, but steps were taken so that when legacy is true, keys match existing keys to prevent universally invalidating all games DDCs just to make this change.
To summarize,
Old Pipeline: sRGB-Pow(2.2) -> Linear -> sRGB-IEC 61966
New Pipeline: sRGB-IEC 61966 -> Linear -> sRGB-IEC 61966
#codereview gil.gribb, nick.penwarden, martin.mittring
[CL 2571070 by Nick Darnell in Main branch]
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for ( int32 CurPixelIndex = 0 ; CurPixelIndex < NumPixels ; + + CurPixelIndex )
{
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const FLinearColor OriginalColorRaw = ImageColors [ CurPixelIndex ] ;
FLinearColor OriginalColor = OriginalColorRaw ;
if ( InBuildSettings . bChromaKeyTexture & & ( OriginalColor . Equals ( ChromaKeyTarget , ChromaKeyThreshold ) ) )
{
OriginalColor = FLinearColor : : Transparent ;
}
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// Convert to HSV
FLinearColor HSVColor = OriginalColor . LinearRGBToHSV ( ) ;
float & PixelHue = HSVColor . R ;
float & PixelSaturation = HSVColor . G ;
float & PixelValue = HSVColor . B ;
// Apply brightness adjustment
PixelValue * = InParams . AdjustBrightness ;
// Apply brightness power adjustment
if ( ! FMath : : IsNearlyEqual ( InParams . AdjustBrightnessCurve , 1.0f , ( float ) KINDA_SMALL_NUMBER ) & & InParams . AdjustBrightnessCurve ! = 0.0f )
{
// Raise HSV.V to the specified power
PixelValue = FMath : : Pow ( PixelValue , InParams . AdjustBrightnessCurve ) ;
}
// Apply "vibrance" adjustment
if ( ! FMath : : IsNearlyZero ( InParams . AdjustVibrance , ( float ) KINDA_SMALL_NUMBER ) )
{
const float SatRaisePow = 5.0f ;
const float InvSatRaised = FMath : : Pow ( 1.0f - PixelSaturation , SatRaisePow ) ;
const float ClampedVibrance = FMath : : Clamp ( InParams . AdjustVibrance , 0.0f , 1.0f ) ;
const float HalfVibrance = ClampedVibrance * 0.5f ;
const float SatProduct = HalfVibrance * InvSatRaised ;
PixelSaturation + = SatProduct ;
}
// Apply saturation adjustment
PixelSaturation * = InParams . AdjustSaturation ;
// Apply hue adjustment
PixelHue + = InParams . AdjustHue ;
// Clamp HSV values
{
PixelHue = FMath : : Fmod ( PixelHue , 360.0f ) ;
if ( PixelHue < 0.0f )
{
// Keep the hue value positive as HSVToLinearRGB prefers that
PixelHue + = 360.0f ;
}
PixelSaturation = FMath : : Clamp ( PixelSaturation , 0.0f , 1.0f ) ;
PixelValue = FMath : : Clamp ( PixelValue , 0.0f , 1.0f ) ;
}
// Convert back to a linear color
FLinearColor LinearColor = HSVColor . HSVToLinearRGB ( ) ;
// Apply RGB curve adjustment (linear space)
if ( ! FMath : : IsNearlyEqual ( InParams . AdjustRGBCurve , 1.0f , ( float ) KINDA_SMALL_NUMBER ) & & InParams . AdjustRGBCurve ! = 0.0f )
{
LinearColor . R = FMath : : Pow ( LinearColor . R , InParams . AdjustRGBCurve ) ;
LinearColor . G = FMath : : Pow ( LinearColor . G , InParams . AdjustRGBCurve ) ;
LinearColor . B = FMath : : Pow ( LinearColor . B , InParams . AdjustRGBCurve ) ;
}
// Remap the alpha channel
LinearColor . A = FMath : : Lerp ( InParams . AdjustMinAlpha , InParams . AdjustMaxAlpha , OriginalColor . A ) ;
ImageColors [ CurPixelIndex ] = LinearColor ;
}
}
}
/**
* Compute the alpha channel how BokehDOF needs it setup
*
* @ param Image Image to adjust
*/
static void ComputeBokehAlpha ( FImage & Image )
{
check ( Image . SizeX > 0 & & Image . SizeY > 0 ) ;
const int32 NumPixels = Image . SizeX * Image . SizeY * Image . NumSlices ;
FLinearColor * ImageColors = Image . AsRGBA32F ( ) ;
// compute LinearAverage
FLinearColor LinearAverage ;
{
FLinearColor LinearSum ( 0 , 0 , 0 , 0 ) ;
for ( int32 CurPixelIndex = 0 ; CurPixelIndex < NumPixels ; + + CurPixelIndex )
{
LinearSum + = ImageColors [ CurPixelIndex ] ;
}
LinearAverage = LinearSum / ( float ) NumPixels ;
}
FLinearColor Scale ( 1 , 1 , 1 , 1 ) ;
// we want to normalize the image to have 0.5 as average luminance, this is assuming clamping doesn't happen (can happen when using a very small Bokeh shape)
{
float RGBLum = ( LinearAverage . R + LinearAverage . G + LinearAverage . B ) / 3.0f ;
// ideally this would be 1 but then some pixels would need to be >1 which is not supported for the textureformat we want to use.
// The value affects the occlusion computation of the BokehDOF
const float LumGoal = 0.25f ;
// clamp to avoid division by 0
Scale * = LumGoal / FMath : : Max ( RGBLum , 0.001f ) ;
}
{
for ( int32 CurPixelIndex = 0 ; CurPixelIndex < NumPixels ; + + CurPixelIndex )
{
const FLinearColor OriginalColor = ImageColors [ CurPixelIndex ] ;
// Convert to a linear color
FLinearColor LinearColor = OriginalColor * Scale ;
float RGBLum = ( LinearColor . R + LinearColor . G + LinearColor . B ) / 3.0f ;
LinearColor . A = FMath : : Clamp ( RGBLum , 0.0f , 1.0f ) ;
ImageColors [ CurPixelIndex ] = LinearColor ;
}
}
}
/**
* Replicates the contents of the red channel to the green , blue , and alpha channels .
*/
static void ReplicateRedChannel ( TArray < FImage > & InOutMipChain )
{
const uint32 MipCount = InOutMipChain . Num ( ) ;
for ( uint32 MipIndex = 0 ; MipIndex < MipCount ; + + MipIndex )
{
FImage & SrcMip = InOutMipChain [ MipIndex ] ;
FLinearColor * FirstColor = SrcMip . AsRGBA32F ( ) ;
FLinearColor * LastColor = FirstColor + ( SrcMip . SizeX * SrcMip . SizeY * SrcMip . NumSlices ) ;
for ( FLinearColor * Color = FirstColor ; Color < LastColor ; + + Color )
{
* Color = FLinearColor ( Color - > R , Color - > R , Color - > R , Color - > R ) ;
}
}
}
/**
* Replicates the contents of the alpha channel to the red , green , and blue channels .
*/
static void ReplicateAlphaChannel ( TArray < FImage > & InOutMipChain )
{
const uint32 MipCount = InOutMipChain . Num ( ) ;
for ( uint32 MipIndex = 0 ; MipIndex < MipCount ; + + MipIndex )
{
FImage & SrcMip = InOutMipChain [ MipIndex ] ;
FLinearColor * FirstColor = SrcMip . AsRGBA32F ( ) ;
FLinearColor * LastColor = FirstColor + ( SrcMip . SizeX * SrcMip . SizeY * SrcMip . NumSlices ) ;
for ( FLinearColor * Color = FirstColor ; Color < LastColor ; + + Color )
{
* Color = FLinearColor ( Color - > A , Color - > A , Color - > A , Color - > A ) ;
}
}
}
/**
* Flips the contents of the green channel .
* @ param InOutMipChain - The mip chain on which the green channel shall be flipped .
*/
static void FlipGreenChannel ( FImage & Image )
{
FLinearColor * FirstColor = Image . AsRGBA32F ( ) ;
FLinearColor * LastColor = FirstColor + ( Image . SizeX * Image . SizeY * Image . NumSlices ) ;
for ( FLinearColor * Color = FirstColor ; Color < LastColor ; + + Color )
{
Color - > G = 1.0f - FMath : : Clamp ( Color - > G , 0.0f , 1.0f ) ;
}
}
/**
* Detects whether or not the image contains an alpha channel where at least one texel is ! = 255.
*/
static bool DetectAlphaChannel ( const FImage & InImage )
{
// Uncompressed data is required to check for an alpha channel.
const FLinearColor * SrcColors = InImage . AsRGBA32F ( ) ;
const FLinearColor * LastColor = SrcColors + ( InImage . SizeX * InImage . SizeY * InImage . NumSlices ) ;
while ( SrcColors < LastColor )
{
if ( SrcColors - > A < ( 1.0f - SMALL_NUMBER ) )
{
return true ;
}
+ + SrcColors ;
}
return false ;
}
float RoughnessToSpecularPower ( float Roughness )
{
float Div = FMath : : Pow ( Roughness , 4 ) ;
// Roughness of 0 should result in a high specular power
float MaxSpecPower = 10000000000.0f ;
Div = FMath : : Max ( Div , 2.0f / ( MaxSpecPower + 2.0f ) ) ;
return 2.0f / Div - 2.0f ;
}
float SpecularPowerToRoughness ( float SpecularPower )
{
float Out = FMath : : Pow ( SpecularPower * 0.5f + 1.0f , - 0.25f ) ;
return Out ;
}
// @param CompositeTextureMode original type ECompositeTextureMode
void ApplyCompositeTexture ( FImage & RoughnessSourceMips , const FImage & NormalSourceMips , uint8 CompositeTextureMode , float CompositePower )
{
check ( RoughnessSourceMips . SizeX = = NormalSourceMips . SizeX ) ;
check ( RoughnessSourceMips . SizeY = = NormalSourceMips . SizeY ) ;
FLinearColor * FirstColor = RoughnessSourceMips . AsRGBA32F ( ) ;
const FLinearColor * NormalColors = NormalSourceMips . AsRGBA32F ( ) ;
FLinearColor * LastColor = FirstColor + ( RoughnessSourceMips . SizeX * RoughnessSourceMips . SizeY * RoughnessSourceMips . NumSlices ) ;
for ( FLinearColor * Color = FirstColor ; Color < LastColor ; + + Color , + + NormalColors )
{
FVector Normal = FVector ( NormalColors - > R * 2.0f - 1.0f , NormalColors - > G * 2.0f - 1.0f , NormalColors - > B * 2.0f - 1.0f ) ;
// to prevent crash for unknown CompositeTextureMode
float Dummy ;
float * RefValue = & Dummy ;
switch ( ( ECompositeTextureMode ) CompositeTextureMode )
{
case CTM_NormalRoughnessToRed :
RefValue = & Color - > R ;
break ;
case CTM_NormalRoughnessToGreen :
RefValue = & Color - > G ;
break ;
case CTM_NormalRoughnessToBlue :
RefValue = & Color - > B ;
break ;
case CTM_NormalRoughnessToAlpha :
RefValue = & Color - > A ;
break ;
default :
checkSlow ( 0 ) ;
}
// Toksvig estimation of variance
float LengthN = FMath : : Min ( Normal . Size ( ) , 1.0f ) ;
float Variance = ( 1.0f - LengthN ) / LengthN ;
Variance = FMath : : Max ( 0.0f , Variance - 0.00004f ) ;
Variance * = CompositePower ;
float Roughness = * RefValue ;
#if 0
float Power = RoughnessToSpecularPower ( Roughness ) ;
Power = Power / ( 1.0f + Variance * Power ) ;
Roughness = SpecularPowerToRoughness ( Power ) ;
# else
// Refactored above to avoid divide by zero
float a = Roughness * Roughness ;
float a2 = a * a ;
float B = 2.0f * Variance * ( a2 - 1.0f ) ;
a2 = ( B - a2 ) / ( B - 1.0f ) ;
Roughness = FMath : : Pow ( a2 , 0.25f ) ;
# endif
* RefValue = Roughness ;
}
}
/*------------------------------------------------------------------------------
Image Compression .
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
/**
* Asynchronous compression , used for compressing mips simultaneously .
*/
class FAsyncCompressionWorker : public FNonAbandonableTask
{
public :
/**
* Initializes the data and creates the async compression task .
*/
FAsyncCompressionWorker ( const ITextureFormat * InTextureFormat , const FImage * InImage , const FTextureBuildSettings & InBuildSettings , bool bInImageHasAlphaChannel )
: TextureFormat ( * InTextureFormat )
, SourceImage ( * InImage )
, BuildSettings ( InBuildSettings )
, bImageHasAlphaChannel ( bInImageHasAlphaChannel )
, bCompressionResults ( false )
{
}
/**
* Compresses the texture
*/
void DoWork ( )
{
bCompressionResults = TextureFormat . CompressImage (
SourceImage ,
BuildSettings ,
bImageHasAlphaChannel ,
CompressedImage
) ;
}
2015-02-16 03:16:32 -05:00
FORCEINLINE TStatId GetStatId ( ) const
2014-03-14 14:13:41 -04:00
{
2015-02-16 03:16:32 -05:00
RETURN_QUICK_DECLARE_CYCLE_STAT ( FAsyncCompressionWorker , STATGROUP_ThreadPoolAsyncTasks ) ;
2014-03-14 14:13:41 -04:00
}
bool GetCompressionResults ( FCompressedImage2D & OutCompressedImage ) const
{
OutCompressedImage = CompressedImage ;
return bCompressionResults ;
}
private :
/** Texture format interface with which to compress. */
const ITextureFormat & TextureFormat ;
/** The image to compress. */
const FImage & SourceImage ;
/** The resulting compressed image. */
FCompressedImage2D CompressedImage ;
/** Build settings. */
FTextureBuildSettings BuildSettings ;
/** true if the image has a non-white alpha channel. */
bool bImageHasAlphaChannel ;
/** true if compression was successful. */
bool bCompressionResults ;
} ;
typedef FAsyncTask < FAsyncCompressionWorker > FAsyncCompressionTask ;
2014-04-23 20:04:50 -04:00
FTextureFormatCompressorCaps GetTextureFormatCaps ( const FTextureBuildSettings & Settings )
{
ITargetPlatformManagerModule * TPM = GetTargetPlatformManager ( ) ;
if ( TPM )
{
const ITextureFormat * TextureFormat = TPM - > FindTextureFormat ( Settings . TextureFormatName ) ;
if ( TextureFormat ! = nullptr )
{
return TextureFormat - > GetFormatCapabilities ( ) ;
}
}
return FTextureFormatCompressorCaps ( ) ;
}
2014-03-14 14:13:41 -04:00
// compress mip-maps in InMipChain and add mips to Texture, might alter the source content
static bool CompressMipChain (
const TArray < FImage > & MipChain ,
const FTextureBuildSettings & Settings ,
TArray < FCompressedImage2D > & OutMips
)
{
ITargetPlatformManagerModule * TPM = GetTargetPlatformManager ( ) ;
if ( TPM )
{
const ITextureFormat * TextureFormat = TPM - > FindTextureFormat ( Settings . TextureFormatName ) ;
if ( TextureFormat )
{
TIndirectArray < FAsyncCompressionTask > AsyncCompressionTasks ;
const int32 MipCount = MipChain . Num ( ) ;
const bool bImageHasAlphaChannel = DetectAlphaChannel ( MipChain [ 0 ] ) ;
const int32 MinAsyncCompressionSize = 128 ;
const bool bAllowParallelBuild = TextureFormat - > AllowParallelBuild ( ) ;
bool bCompressionSucceeded = true ;
uint32 StartCycles = FPlatformTime : : Cycles ( ) ;
OutMips . Empty ( MipCount ) ;
for ( int32 MipIndex = 0 ; MipIndex < MipCount ; + + MipIndex )
{
const FImage & SrcMip = MipChain [ MipIndex ] ;
FCompressedImage2D & DestMip = * new ( OutMips ) FCompressedImage2D ;
if ( bAllowParallelBuild & & FMath : : Min ( SrcMip . SizeX , SrcMip . SizeY ) > = MinAsyncCompressionSize )
{
FAsyncCompressionTask * AsyncTask = new ( AsyncCompressionTasks ) FAsyncCompressionTask (
TextureFormat ,
& SrcMip ,
Settings ,
bImageHasAlphaChannel
) ;
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2792706 on 2015/12/07 by Terence.Burns
Rebuild lightmaps automation changes
- Sync and Build binary files for execution
- Much improved error handling
- Email notification support added.
#Note - This should massively simplify the batch script we use to rebuild lightmaps.
#rb none
#Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly.
Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt
Added settings to toggle on and off display of Ping and FPS values.
Server FPS will be disabled before ship
#rb none #test pc/ps4 golden path, pie
Change 2791827 on 2015/12/05 by Marcus.Wassmer
Fix texture memory leak. Fixes automation using too much memory.
#rb Brad.Angelcyk
#codereview bob.ferreira
#test automation runs, editor.
Change 2791313 on 2015/12/04 by Martin.Mittring
fixed PS4 compiling
#rb:Michael.Noland
#test:not
Change 2791014 on 2015/12/04 by Martin.Mittring
nicer cvar help for r.PS4ContinuousSubmits
#rb:Olaf.Piesche
#code_review:Marcus.Wassmer
#test:PC
Change 2791011 on 2015/12/04 by Martin.Mittring
fixed compile error when disabling ENABLE_TEXTURE_TRACKING
#rb:Olaf.Piesche
#test:run Paragon on PC
Change 2790848 on 2015/12/04 by Martin.Mittring
missing changes
nicer cvar help, optimized unneccessary referencecounting, removed redundant code
#rb:Olaf.Piesche
#test:PC Paragon
Change 2790840 on 2015/12/04 by Martin.Mittring
nicer cvar help, optimized unneccessary referencecounting, removed redundant code
#rb:Olaf.Piesche
#test:PC Paragon
Change 2791585 on 2015/12/04 by Michael.Noland
Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD
#rb None
#tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh
Change 2791244 on 2015/12/04 by Ryan.Brucks
Submitting all my Paragon Content before the new Agora Branch.
Change 2791240 on 2015/12/04 by Marcus.Wassmer
Bump to .061 patch and new pub tools to pass cert
#rb non
#test compile ps4
Change 2791132 on 2015/12/04 by ryan.brucks
RenderToTextureMacros: fixed issue with polygon index being +1 on accident
Change 2790747 on 2015/12/04 by Terence.Burns
Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines.
#rb None
#tests Run through the Rebuild Lightmaps UAT script process.
Change 2790589 on 2015/12/04 by Bart.Bressler
- Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359.
#rb sam.zamani
#tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session
Change 2790418 on 2015/12/04 by James.Golding
Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation
#rb none
#tests none
Change 2790333 on 2015/12/04 by James.Golding
Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing
#rb martin.wilson
#codereview jurre.debaare
#tests Built HLOD meshes in the editor
Change 2790292 on 2015/12/04 by Olaf.Piesche
Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes
#rb marcus.wassmer
#tests Editor, PIE
Change 2790003 on 2015/12/04 by James.Golding
Fix possible crash in ALODActor::RemoveSubActor
#rb keith.judge
#codereview jurre.debaare
#tests Generated HLOD proxy in editor
Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
# if WITH_EDITOR
AsyncTask - > StartBackgroundTask ( GLargeThreadPool ) ;
# else
2014-03-14 14:13:41 -04:00
AsyncTask - > StartBackgroundTask ( ) ;
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2792706 on 2015/12/07 by Terence.Burns
Rebuild lightmaps automation changes
- Sync and Build binary files for execution
- Much improved error handling
- Email notification support added.
#Note - This should massively simplify the batch script we use to rebuild lightmaps.
#rb none
#Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly.
Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt
Added settings to toggle on and off display of Ping and FPS values.
Server FPS will be disabled before ship
#rb none #test pc/ps4 golden path, pie
Change 2791827 on 2015/12/05 by Marcus.Wassmer
Fix texture memory leak. Fixes automation using too much memory.
#rb Brad.Angelcyk
#codereview bob.ferreira
#test automation runs, editor.
Change 2791313 on 2015/12/04 by Martin.Mittring
fixed PS4 compiling
#rb:Michael.Noland
#test:not
Change 2791014 on 2015/12/04 by Martin.Mittring
nicer cvar help for r.PS4ContinuousSubmits
#rb:Olaf.Piesche
#code_review:Marcus.Wassmer
#test:PC
Change 2791011 on 2015/12/04 by Martin.Mittring
fixed compile error when disabling ENABLE_TEXTURE_TRACKING
#rb:Olaf.Piesche
#test:run Paragon on PC
Change 2790848 on 2015/12/04 by Martin.Mittring
missing changes
nicer cvar help, optimized unneccessary referencecounting, removed redundant code
#rb:Olaf.Piesche
#test:PC Paragon
Change 2790840 on 2015/12/04 by Martin.Mittring
nicer cvar help, optimized unneccessary referencecounting, removed redundant code
#rb:Olaf.Piesche
#test:PC Paragon
Change 2791585 on 2015/12/04 by Michael.Noland
Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD
#rb None
#tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh
Change 2791244 on 2015/12/04 by Ryan.Brucks
Submitting all my Paragon Content before the new Agora Branch.
Change 2791240 on 2015/12/04 by Marcus.Wassmer
Bump to .061 patch and new pub tools to pass cert
#rb non
#test compile ps4
Change 2791132 on 2015/12/04 by ryan.brucks
RenderToTextureMacros: fixed issue with polygon index being +1 on accident
Change 2790747 on 2015/12/04 by Terence.Burns
Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines.
#rb None
#tests Run through the Rebuild Lightmaps UAT script process.
Change 2790589 on 2015/12/04 by Bart.Bressler
- Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359.
#rb sam.zamani
#tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session
Change 2790418 on 2015/12/04 by James.Golding
Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation
#rb none
#tests none
Change 2790333 on 2015/12/04 by James.Golding
Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing
#rb martin.wilson
#codereview jurre.debaare
#tests Built HLOD meshes in the editor
Change 2790292 on 2015/12/04 by Olaf.Piesche
Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes
#rb marcus.wassmer
#tests Editor, PIE
Change 2790003 on 2015/12/04 by James.Golding
Fix possible crash in ALODActor::RemoveSubActor
#rb keith.judge
#codereview jurre.debaare
#tests Generated HLOD proxy in editor
Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
# endif
2014-03-14 14:13:41 -04:00
}
else
{
bCompressionSucceeded = bCompressionSucceeded & & TextureFormat - > CompressImage (
SrcMip ,
Settings ,
bImageHasAlphaChannel ,
DestMip
) ;
}
}
for ( int32 TaskIndex = 0 ; TaskIndex < AsyncCompressionTasks . Num ( ) ; + + TaskIndex )
{
FAsyncCompressionTask & AsynTask = AsyncCompressionTasks [ TaskIndex ] ;
AsynTask . EnsureCompletion ( ) ;
FCompressedImage2D & DestMip = OutMips [ TaskIndex ] ;
bCompressionSucceeded = bCompressionSucceeded & & AsynTask . GetTask ( ) . GetCompressionResults ( DestMip ) ;
}
if ( ! bCompressionSucceeded )
{
OutMips . Empty ( ) ;
}
uint32 EndCycles = FPlatformTime : : Cycles ( ) ;
UE_LOG ( LogTextureCompressor , Verbose , TEXT ( " Compressed %dx%dx%d %s in %fms " ) ,
MipChain [ 0 ] . SizeX ,
MipChain [ 0 ] . SizeY ,
MipChain [ 0 ] . NumSlices ,
* Settings . TextureFormatName . ToString ( ) ,
FPlatformTime : : ToMilliseconds ( EndCycles - StartCycles )
) ;
return bCompressionSucceeded ;
}
else
{
UE_LOG ( LogTextureCompressor , Warning ,
TEXT ( " Failed to find compressor for texture format '%s'. " ) ,
* Settings . TextureFormatName . ToString ( )
) ;
return false ;
}
}
UE_LOG ( LogTextureCompressor , Warning ,
TEXT ( " Failed to load target platform manager module. Unable to compress textures. " )
) ;
return false ;
}
// only useful for normal maps, fixed bad input (denormalized normals) and improved quality (quantization artifacts)
static void NormalizeMip ( FImage & InOutMip )
{
const uint32 NumPixels = InOutMip . SizeX * InOutMip . SizeY * InOutMip . NumSlices ;
FLinearColor * ImageColors = InOutMip . AsRGBA32F ( ) ;
for ( uint32 CurPixelIndex = 0 ; CurPixelIndex < NumPixels ; + + CurPixelIndex )
{
FLinearColor & Color = ImageColors [ CurPixelIndex ] ;
FVector Normal = FVector ( Color . R * 2.0f - 1.0f , Color . G * 2.0f - 1.0f , Color . B * 2.0f - 1.0f ) ;
2014-11-26 10:01:12 -05:00
Normal = Normal . GetSafeNormal ( ) ;
2014-03-14 14:13:41 -04:00
Color = FLinearColor ( Normal . X * 0.5f + 0.5f , Normal . Y * 0.5f + 0.5f , Normal . Z * 0.5f + 0.5f , Color . A ) ;
}
}
/**
* Texture compression module
*/
class FTextureCompressorModule : public ITextureCompressorModule
{
public :
FTextureCompressorModule ( )
# if PLATFORM_WINDOWS
: nvTextureToolsHandle ( 0 )
# endif //PLATFORM_WINDOWS
{
}
virtual bool BuildTexture (
const TArray < FImage > & SourceMips ,
const TArray < FImage > & AssociatedNormalSourceMips ,
const FTextureBuildSettings & BuildSettings ,
TArray < FCompressedImage2D > & OutTextureMips
)
{
TArray < FImage > IntermediateMipChain ;
if ( ! BuildTextureMips ( SourceMips , BuildSettings , IntermediateMipChain ) )
{
return false ;
}
// apply roughness adjustment depending on normal map variation
if ( AssociatedNormalSourceMips . Num ( ) )
{
// check AssociatedNormalSourceMips.Format;
TArray < FImage > IntermediateAssociatedNormalSourceMipChain ;
FTextureBuildSettings DefaultSettings ;
// helps to reduce aliasing further
DefaultSettings . MipSharpening = - 4.0f ;
DefaultSettings . SharpenMipKernelSize = 4 ;
DefaultSettings . bApplyKernelToTopMip = true ;
// important to make accurate computation with normal length
DefaultSettings . bRenormalizeTopMip = true ;
if ( ! BuildTextureMips ( AssociatedNormalSourceMips , DefaultSettings , IntermediateAssociatedNormalSourceMipChain ) )
{
UE_LOG ( LogTexture , Warning , TEXT ( " Failed to generate texture mips for composite texture " ) ) ;
}
if ( ! ApplyCompositeTexture ( IntermediateMipChain , IntermediateAssociatedNormalSourceMipChain , BuildSettings . CompositeTextureMode , BuildSettings . CompositePower ) )
{
UE_LOG ( LogTexture , Warning , TEXT ( " Failed to apply composite texture " ) ) ;
}
}
// Set the correct biased texture size so that the compressor understands the original source image size
// This is requires for platforms that may need to tile based on the original source texture size
2014-07-09 18:56:15 -04:00
BuildSettings . TopMipSize . X = IntermediateMipChain [ 0 ] . SizeX ;
BuildSettings . TopMipSize . Y = IntermediateMipChain [ 0 ] . SizeY ;
2014-03-14 14:13:41 -04:00
return CompressMipChain ( IntermediateMipChain , BuildSettings , OutTextureMips ) ;
}
// IModuleInterface implementation.
void StartupModule ( )
{
# if PLATFORM_WINDOWS
# if PLATFORM_64BITS
nvTextureToolsHandle = LoadLibraryW ( TEXT ( " ../../../Engine/Binaries/ThirdParty/nvTextureTools/Win64/nvtt_64.dll " ) ) ;
# else //32-bit platform
nvTextureToolsHandle = LoadLibraryW ( TEXT ( " ../../../Engine/Binaries/ThirdParty/nvTextureTools/Win32/nvtt_.dll " ) ) ;
# endif
# endif //PLATFORM_WINDOWS
}
void ShutdownModule ( )
{
# if PLATFORM_WINDOWS
FreeLibrary ( nvTextureToolsHandle ) ;
nvTextureToolsHandle = 0 ;
# endif
}
private :
# if PLATFORM_WINDOWS
// Handle to the nvtt dll
HMODULE nvTextureToolsHandle ;
# endif //PLATFORM_WINDOWS
bool BuildTextureMips (
2014-04-23 20:04:50 -04:00
const TArray < FImage > & InSourceMips ,
2014-03-14 14:13:41 -04:00
const FTextureBuildSettings & BuildSettings ,
TArray < FImage > & OutMipChain )
{
2014-04-23 20:04:50 -04:00
check ( InSourceMips . Num ( ) ) ;
check ( InSourceMips [ 0 ] . SizeX > 0 & & InSourceMips [ 0 ] . SizeY > 0 & & InSourceMips [ 0 ] . NumSlices > 0 ) ;
const FTextureFormatCompressorCaps CompressorCaps = GetTextureFormatCaps ( BuildSettings ) ;
2014-03-14 14:13:41 -04:00
// Identify long-lat cubemaps.
2014-04-23 20:04:50 -04:00
bool bLongLatCubemap = BuildSettings . bCubemap & & InSourceMips [ 0 ] . NumSlices = = 1 ;
2014-03-14 14:13:41 -04:00
2014-04-23 20:04:50 -04:00
if ( BuildSettings . bCubemap & & InSourceMips [ 0 ] . NumSlices ! = 6 & & ! bLongLatCubemap )
2014-03-14 14:13:41 -04:00
{
return false ;
}
2014-04-23 20:04:50 -04:00
// Determine the maximum possible mip counts for source and dest.
const int32 MaxSourceMipCount = bLongLatCubemap ?
2014-07-09 23:01:47 -04:00
1 + FMath : : CeilLogTwo ( ComputeLongLatCubemapExtents ( InSourceMips [ 0 ] , BuildSettings . MaxTextureResolution ) ) :
2014-04-23 20:04:50 -04:00
1 + FMath : : CeilLogTwo ( FMath : : Max ( InSourceMips [ 0 ] . SizeX , InSourceMips [ 0 ] . SizeY ) ) ;
2014-07-09 23:01:47 -04:00
const int32 MaxDestMipCount = 1 + FMath : : CeilLogTwo ( FMath : : Min ( CompressorCaps . MaxTextureDimension , BuildSettings . MaxTextureResolution ) ) ;
2014-04-23 20:04:50 -04:00
// Determine the number of mips required by BuildSettings.
int32 NumOutputMips = ( BuildSettings . MipGenSettings = = TMGS_NoMipmaps ) ? 1 : MaxSourceMipCount ;
NumOutputMips = FMath : : Min ( NumOutputMips , MaxDestMipCount ) ;
int32 NumSourceMips = InSourceMips . Num ( ) ;
2014-03-14 14:13:41 -04:00
if ( BuildSettings . MipGenSettings ! = TMGS_LeaveExistingMips | |
bLongLatCubemap )
{
NumSourceMips = 1 ;
}
2014-12-17 14:47:40 -05:00
TArray < FImage > PaddedSourceMips ;
{
const FImage & FirstSourceMipImage = InSourceMips [ 0 ] ;
int32 TargetTextureSizeX = FirstSourceMipImage . SizeX ;
int32 TargetTextureSizeY = FirstSourceMipImage . SizeY ;
bool bPadOrStretchTexture = false ;
const int32 PowerOfTwoTextureSizeX = FMath : : RoundUpToPowerOfTwo ( TargetTextureSizeX ) ;
const int32 PowerOfTwoTextureSizeY = FMath : : RoundUpToPowerOfTwo ( TargetTextureSizeY ) ;
switch ( static_cast < const ETexturePowerOfTwoSetting : : Type > ( BuildSettings . PowerOfTwoMode ) )
{
case ETexturePowerOfTwoSetting : : None :
break ;
case ETexturePowerOfTwoSetting : : PadToPowerOfTwo :
bPadOrStretchTexture = true ;
TargetTextureSizeX = PowerOfTwoTextureSizeX ;
TargetTextureSizeY = PowerOfTwoTextureSizeY ;
break ;
case ETexturePowerOfTwoSetting : : PadToSquarePowerOfTwo :
bPadOrStretchTexture = true ;
TargetTextureSizeX = TargetTextureSizeY = FMath : : Max < int32 > ( PowerOfTwoTextureSizeX , PowerOfTwoTextureSizeY ) ;
break ;
default :
checkf ( false , TEXT ( " Unknown entry in ETexturePowerOfTwoSetting::Type " ) ) ;
break ;
}
if ( bPadOrStretchTexture )
{
// Want to stretch or pad the texture
bool bSuitableFormat = FirstSourceMipImage . Format = = ERawImageFormat : : RGBA32F ;
FImage Temp ;
if ( ! bSuitableFormat )
{
// convert to RGBA32F
Gamma Correction - Changing the way all FColors are converted into FLinearColor by default. Previously all sRGB textures coming into the engine along with all other usage of FColor -> FLinearColor used a lookup table that assumed the final gamma correction would simply be pow(color, 1/DisplayGamma). However, that's not the case, we use the IEC 61966-2-1 standard on most platforms for both the scene renderer, as well as for gamma correction in Slate. In Slate you should now see an image matching Photoshop instead of being slightly darker in the lower ranges. However, because we don't want to invalidate all existing textures that users have authored, all existing UTextures have a UseLegacyGamma flag set to true, all new textures will be set to false. The flag is part of the DDC key calculation, but steps were taken so that when legacy is true, keys match existing keys to prevent universally invalidating all games DDCs just to make this change.
To summarize,
Old Pipeline: sRGB-Pow(2.2) -> Linear -> sRGB-IEC 61966
New Pipeline: sRGB-IEC 61966 -> Linear -> sRGB-IEC 61966
#codereview gil.gribb, nick.penwarden, martin.mittring
[CL 2571070 by Nick Darnell in Main branch]
2015-05-29 16:03:43 -04:00
FirstSourceMipImage . CopyTo ( Temp , ERawImageFormat : : RGBA32F , EGammaSpace : : Linear ) ;
2014-12-17 14:47:40 -05:00
}
// space for one source mip and one destination mip
const FImage & SourceImage = bSuitableFormat ? FirstSourceMipImage : Temp ;
FImage & TargetImage = * new ( PaddedSourceMips ) FImage ( TargetTextureSizeX , TargetTextureSizeY , SourceImage . NumSlices , SourceImage . Format ) ;
FLinearColor FillColor = BuildSettings . PaddingColor ;
FLinearColor * TargetPtr = ( FLinearColor * ) TargetImage . RawData . GetData ( ) ;
FLinearColor * SourcePtr = ( FLinearColor * ) SourceImage . RawData . GetData ( ) ;
check ( SourceImage . GetBytesPerPixel ( ) = = sizeof ( FLinearColor ) ) ;
check ( TargetImage . GetBytesPerPixel ( ) = = sizeof ( FLinearColor ) ) ;
const int32 SourceBytesPerLine = SourceImage . SizeX * SourceImage . GetBytesPerPixel ( ) ;
const int32 DestBytesPerLine = TargetImage . SizeX * TargetImage . GetBytesPerPixel ( ) ;
for ( int32 SliceIndex = 0 ; SliceIndex < SourceImage . NumSlices ; + + SliceIndex )
{
for ( int32 Y = 0 ; Y < TargetTextureSizeY ; + + Y )
{
int32 XStart = 0 ;
if ( Y < SourceImage . SizeY )
{
XStart = SourceImage . SizeX ;
FMemory : : Memcpy ( TargetPtr , SourcePtr , SourceImage . SizeX * sizeof ( FLinearColor ) ) ;
SourcePtr + = SourceImage . SizeX ;
TargetPtr + = SourceImage . SizeX ;
}
for ( int32 XPad = XStart ; XPad < TargetImage . SizeX ; + + XPad )
{
* TargetPtr + + = FillColor ;
}
}
}
}
}
const TArray < FImage > & PostOptionalUpscaleSourceMips = ( PaddedSourceMips . Num ( ) > 0 ) ? PaddedSourceMips : InSourceMips ;
// See if the smallest provided mip image is still too large for the current compressor.
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int32 LevelsToUsableSource = FMath : : Max ( 0 , MaxSourceMipCount - MaxDestMipCount ) ;
int32 StartMip = FMath : : Max ( 0 , LevelsToUsableSource ) ;
bool bBuildSourceImage = StartMip > ( NumSourceMips - 1 ) ;
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TArray < FImage > GeneratedSourceMips ;
if ( bBuildSourceImage )
{
// the source is larger than the compressor allows and no mip image exists to act as a smaller source.
// We must generate a suitable source image:
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bool bSuitableFormat = PostOptionalUpscaleSourceMips . Last ( ) . Format = = ERawImageFormat : : RGBA32F ;
const FImage & BaseImage = PostOptionalUpscaleSourceMips . Last ( ) ;
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if ( BaseImage . SizeX ! = FMath : : RoundUpToPowerOfTwo ( BaseImage . SizeX ) | | BaseImage . SizeY ! = FMath : : RoundUpToPowerOfTwo ( BaseImage . SizeY ) )
{
UE_LOG ( LogTextureCompressor , Warning ,
TEXT ( " Source image %dx%d (npot) prevents resizing and is too large for compressors max dimension (%d). " ) ,
BaseImage . SizeX ,
BaseImage . SizeY ,
CompressorCaps . MaxTextureDimension
) ;
return false ;
}
FImage Temp ;
if ( ! bSuitableFormat )
{
// convert to RGBA32F
Gamma Correction - Changing the way all FColors are converted into FLinearColor by default. Previously all sRGB textures coming into the engine along with all other usage of FColor -> FLinearColor used a lookup table that assumed the final gamma correction would simply be pow(color, 1/DisplayGamma). However, that's not the case, we use the IEC 61966-2-1 standard on most platforms for both the scene renderer, as well as for gamma correction in Slate. In Slate you should now see an image matching Photoshop instead of being slightly darker in the lower ranges. However, because we don't want to invalidate all existing textures that users have authored, all existing UTextures have a UseLegacyGamma flag set to true, all new textures will be set to false. The flag is part of the DDC key calculation, but steps were taken so that when legacy is true, keys match existing keys to prevent universally invalidating all games DDCs just to make this change.
To summarize,
Old Pipeline: sRGB-Pow(2.2) -> Linear -> sRGB-IEC 61966
New Pipeline: sRGB-IEC 61966 -> Linear -> sRGB-IEC 61966
#codereview gil.gribb, nick.penwarden, martin.mittring
[CL 2571070 by Nick Darnell in Main branch]
2015-05-29 16:03:43 -04:00
BaseImage . CopyTo ( Temp , ERawImageFormat : : RGBA32F , EGammaSpace : : Linear ) ;
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}
UE_LOG ( LogTextureCompressor , Verbose ,
TEXT ( " Source image %dx%d too large for compressors max dimension (%d). Resizing. " ) ,
BaseImage . SizeX ,
BaseImage . SizeY ,
CompressorCaps . MaxTextureDimension
) ;
GenerateMipChain ( BuildSettings , bSuitableFormat ? BaseImage : Temp , GeneratedSourceMips , LevelsToUsableSource ) ;
check ( GeneratedSourceMips . Num ( ) ! = 0 ) ;
// Note: The newly generated mip chain does not include the original top level mip.
StartMip - - ;
}
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const TArray < FImage > & SourceMips = bBuildSourceImage ? GeneratedSourceMips : PostOptionalUpscaleSourceMips ;
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OutMipChain . Empty ( NumOutputMips ) ;
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// Copy over base mips.
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check ( StartMip < SourceMips . Num ( ) ) ;
int32 CopyCount = SourceMips . Num ( ) - StartMip ;
for ( int32 MipIndex = StartMip ; MipIndex < StartMip + CopyCount ; + + MipIndex )
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{
const FImage & Image = SourceMips [ MipIndex ] ;
const int32 SrcWidth = Image . SizeX ;
const int32 SrcHeight = Image . SizeY ;
ERawImageFormat : : Type MipFormat = ERawImageFormat : : RGBA32F ;
// create base for the mip chain
FImage * Mip = new ( OutMipChain ) FImage ( ) ;
if ( bLongLatCubemap )
{
// Generate the base mip from the long-lat source image.
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GenerateBaseCubeMipFromLongitudeLatitude2D ( Mip , Image , BuildSettings . MaxTextureResolution ) ;
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}
else
{
// copy base source content to the base of the mip chain
if ( BuildSettings . bApplyKernelToTopMip )
{
FImage Temp ;
Gamma Correction - Changing the way all FColors are converted into FLinearColor by default. Previously all sRGB textures coming into the engine along with all other usage of FColor -> FLinearColor used a lookup table that assumed the final gamma correction would simply be pow(color, 1/DisplayGamma). However, that's not the case, we use the IEC 61966-2-1 standard on most platforms for both the scene renderer, as well as for gamma correction in Slate. In Slate you should now see an image matching Photoshop instead of being slightly darker in the lower ranges. However, because we don't want to invalidate all existing textures that users have authored, all existing UTextures have a UseLegacyGamma flag set to true, all new textures will be set to false. The flag is part of the DDC key calculation, but steps were taken so that when legacy is true, keys match existing keys to prevent universally invalidating all games DDCs just to make this change.
To summarize,
Old Pipeline: sRGB-Pow(2.2) -> Linear -> sRGB-IEC 61966
New Pipeline: sRGB-IEC 61966 -> Linear -> sRGB-IEC 61966
#codereview gil.gribb, nick.penwarden, martin.mittring
[CL 2571070 by Nick Darnell in Main branch]
2015-05-29 16:03:43 -04:00
Image . CopyTo ( Temp , MipFormat , EGammaSpace : : Linear ) ;
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if ( BuildSettings . bRenormalizeTopMip )
{
NormalizeMip ( Temp ) ;
}
GenerateTopMip ( Temp , * Mip , BuildSettings ) ;
}
else
{
Gamma Correction - Changing the way all FColors are converted into FLinearColor by default. Previously all sRGB textures coming into the engine along with all other usage of FColor -> FLinearColor used a lookup table that assumed the final gamma correction would simply be pow(color, 1/DisplayGamma). However, that's not the case, we use the IEC 61966-2-1 standard on most platforms for both the scene renderer, as well as for gamma correction in Slate. In Slate you should now see an image matching Photoshop instead of being slightly darker in the lower ranges. However, because we don't want to invalidate all existing textures that users have authored, all existing UTextures have a UseLegacyGamma flag set to true, all new textures will be set to false. The flag is part of the DDC key calculation, but steps were taken so that when legacy is true, keys match existing keys to prevent universally invalidating all games DDCs just to make this change.
To summarize,
Old Pipeline: sRGB-Pow(2.2) -> Linear -> sRGB-IEC 61966
New Pipeline: sRGB-IEC 61966 -> Linear -> sRGB-IEC 61966
#codereview gil.gribb, nick.penwarden, martin.mittring
[CL 2571070 by Nick Darnell in Main branch]
2015-05-29 16:03:43 -04:00
Image . CopyTo ( * Mip , MipFormat , EGammaSpace : : Linear ) ;
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if ( BuildSettings . bRenormalizeTopMip )
{
NormalizeMip ( * Mip ) ;
}
}
}
// Apply color adjustments
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AdjustImageColors ( * Mip , BuildSettings ) ;
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if ( BuildSettings . bComputeBokehAlpha )
{
// To get the occlusion in the BokehDOF shader working for all Bokeh textures.
ComputeBokehAlpha ( * Mip ) ;
}
if ( BuildSettings . bFlipGreenChannel )
{
FlipGreenChannel ( * Mip ) ;
}
}
// Generate any missing mips in the chain.
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if ( NumOutputMips > OutMipChain . Num ( ) )
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{
// Do angular filtering of cubemaps if requested.
if ( BuildSettings . bCubemap )
{
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GenerateAngularFilteredMips ( OutMipChain , NumOutputMips , BuildSettings . DiffuseConvolveMipLevel ) ;
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}
else
{
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GenerateMipChain ( BuildSettings , OutMipChain . Last ( ) , OutMipChain ) ;
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}
}
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check ( OutMipChain . Num ( ) = = NumOutputMips ) ;
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// Apply post-mip generation adjustments.
if ( BuildSettings . bReplicateRed )
{
ReplicateRedChannel ( OutMipChain ) ;
}
else if ( BuildSettings . bReplicateAlpha )
{
ReplicateAlphaChannel ( OutMipChain ) ;
}
return true ;
}
// @param CompositeTextureMode original type ECompositeTextureMode
// @return true on success, false on failure. Can fail due to bad mismatched dimensions of incomplete mip chains.
bool ApplyCompositeTexture ( TArray < FImage > & RoughnessSourceMips , const TArray < FImage > & NormalSourceMips , uint8 CompositeTextureMode , float CompositePower )
{
uint32 MinLevel = FMath : : Min ( RoughnessSourceMips . Num ( ) , NormalSourceMips . Num ( ) ) ;
if ( RoughnessSourceMips [ RoughnessSourceMips . Num ( ) - MinLevel ] . SizeX ! = NormalSourceMips [ NormalSourceMips . Num ( ) - MinLevel ] . SizeX | |
RoughnessSourceMips [ RoughnessSourceMips . Num ( ) - MinLevel ] . SizeY ! = NormalSourceMips [ NormalSourceMips . Num ( ) - MinLevel ] . SizeY )
{
//incomplete mip chain or mismatched dimensions so bail
return false ;
}
for ( uint32 Level = 0 ; Level < MinLevel ; + + Level )
{
: : ApplyCompositeTexture ( RoughnessSourceMips [ RoughnessSourceMips . Num ( ) - 1 - Level ] , NormalSourceMips [ NormalSourceMips . Num ( ) - 1 - Level ] , CompositeTextureMode , CompositePower ) ;
}
return true ;
}
} ;
IMPLEMENT_MODULE ( FTextureCompressorModule , TextureCompressor )