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UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/SceneVisibility.cpp

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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
SceneVisibility.cpp: Scene visibility determination.
=============================================================================*/
#include "RendererPrivate.h"
#include "Engine.h"
#include "ScenePrivate.h"
#include "FXSystem.h"
#include "SceneUtils.h"
#include "PostProcessing.h"
Copying //UE4/Dev-Rendering to Dev-Main (Source //UE4/Dev-Rendering@2932636) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2917472 on 2016/03/21 by Rolando.Caloca DR - Fix SCW directcompile arguments, add -pipeline Change 2919580 on 2016/03/23 by Rolando.Caloca DR - HlslParser - Fix for used elements (sparrow's arrow was showing when it shouldn't) Arrays of input/outputs are now flattened so disjoint entries can be optimized out (and fixes a bug) #jira OR-15380 #tests Run game with sparrow, test with slomo to check for gfx glitches Change 2919660 on 2016/03/23 by Rolando.Caloca DR - Latest vk changes (from dev mobile's 2916881 to 2919157) Change 2919902 on 2016/03/23 by Rolando.Caloca DR - Fix skeletal meshes decrementing stats twice #codereview Marcus.Wassmer #jira UE-28478 Change 2920020 on 2016/03/23 by David.Hill #Jira UE-28503 EyeAdapation when used in material shader may not be initialized. #rb olaf.piesche Change 2920071 on 2016/03/23 by Rolando.Caloca DR - Remove old vk define - Started moving around direct calls to queue submit Change 2920252 on 2016/03/23 by Rolando.Caloca DR - Changes vk structs to classes Change 2920314 on 2016/03/23 by Olaf.Piesche Add -windowed to standalone game PIE command line to avoid PIE launching in full screen #jira UE-27870 #codereview michael.trepka Change 2920745 on 2016/03/24 by Uriel.Doyon Texture streaming build now takes into account the material texcoord scales applied to the texture sampling. Also finds out which texcoord is being used when sampling textures (between 0 and 3 currently). TexCoord analysis debug view shaders is now working with SM4 ane SM5. StaticMeshComponents hold persistent data coming from the texture streaming build. #tests tested with different Paragon assets. Editor SM4 & SM5. Cooked maps #codereview marcus.wassmer Change 2921335 on 2016/03/24 by Uriel.Doyon Added missing static keyword for locally defined console variable. #codereview rolando.caloca Change 2921416 on 2016/03/24 by Uriel.Doyon Revert enabling debugview shaders on non PC platforms (until properly tested and debugged) Change 2921446 on 2016/03/24 by Daniel.Wright Planar reflection mesh Change 2921530 on 2016/03/24 by Daniel.Wright Manual revert of Ronin planar reflections #codereview Ryan.Vance Change 2921608 on 2016/03/24 by Uriel.Doyon Updated texture streamer to take into account the new HLOD texture group. Change 2921677 on 2016/03/24 by Daniel.Wright Distance Field Specular Occlusion * Prototype - disabled by default Change 2921681 on 2016/03/24 by Daniel.Wright UnmappedTexelsPercentage is now 100 based Change 2921682 on 2016/03/24 by Daniel.Wright Planar reflections * New actor and component * The scene is rendered to texture with a mirrored camera and a clip plane each frame * The reflection texture is then applied to opaque pixels in a deferred pass, with distance and angle from plane fades * Translucent materials apply the nearest reflection plane in the base pass * Planar reflections require the project setting 'Support global clip plane for Planar Reflections' to be enabled, since writing to SV_ClipDistance all the time adds about 15% BasePass GPU time on PS4 * Fixed global distance field in materials which had been broken since moving global distance field properties into the view uniform buffer * Fixed PS4 removing system-value semantics when output from vertex shader and not read in next stage Change 2921734 on 2016/03/24 by Uriel.Doyon Fixed tessellated cube having wrong UVs #jira UE-28379 Change 2922063 on 2016/03/24 by Daniel.Wright Removed planar reflection debug code Change 2922428 on 2016/03/25 by Chris.Bunner Delete FShaderPipeline objects when clearing TMaterialShaderMaps. #rb Rolando.Caloca #jira UE-28621 Change 2922803 on 2016/03/25 by Rolando.Caloca DR - New cmd buffer management (disabled) - Move cmd buffer out of pending state and into context - Do not hardcode # cmd buffers - Move back buffer image mgmt into swapchain - Fixed some image layout transition bugs Change 2923056 on 2016/03/25 by Rolando.Caloca DR - Initial fix for canvas locking inside a render pass [CL 2932649 by Gil Gribb in Main branch]
2016-04-04 18:44:59 -04:00
#include "PlanarReflectionSceneProxy.h"
/*------------------------------------------------------------------------------
Globals
------------------------------------------------------------------------------*/
static float GWireframeCullThreshold = 5.0f;
static FAutoConsoleVariableRef CVarWireframeCullThreshold(
TEXT("r.WireframeCullThreshold"),
GWireframeCullThreshold,
TEXT("Threshold below which objects in ortho wireframe views will be culled."),
ECVF_RenderThreadSafe
);
float GMinScreenRadiusForLights = 0.03f;
static FAutoConsoleVariableRef CVarMinScreenRadiusForLights(
TEXT("r.MinScreenRadiusForLights"),
GMinScreenRadiusForLights,
TEXT("Threshold below which lights will be culled."),
ECVF_RenderThreadSafe
);
float GMinScreenRadiusForDepthPrepass = 0.03f;
static FAutoConsoleVariableRef CVarMinScreenRadiusForDepthPrepass(
TEXT("r.MinScreenRadiusForDepthPrepass"),
GMinScreenRadiusForDepthPrepass,
TEXT("Threshold below which meshes will be culled from depth only pass."),
ECVF_RenderThreadSafe
);
float GMinScreenRadiusForCSMDepth = 0.01f;
static FAutoConsoleVariableRef CVarMinScreenRadiusForCSMDepth(
TEXT("r.MinScreenRadiusForCSMDepth"),
GMinScreenRadiusForCSMDepth,
TEXT("Threshold below which meshes will be culled from CSM depth pass."),
ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<int32> CVarTemporalAASamples(
TEXT("r.TemporalAASamples"),
8,
TEXT("Number of jittered positions for temporal AA (4, 8=default, 16, 32, 64)."),
ECVF_RenderThreadSafe);
#if PLATFORM_MAC // @todo: disabled until rendering problems with HZB occlusion in OpenGL are solved
static int32 GHZBOcclusion = 0;
#else
static int32 GHZBOcclusion = 0;
#endif
static FAutoConsoleVariableRef CVarHZBOcclusion(
TEXT("r.HZBOcclusion"),
GHZBOcclusion,
TEXT("Defines which occlusion system is used.\n")
TEXT(" 0: Hardware occlusion queries\n")
TEXT(" 1: Use HZB occlusion system (default, less GPU and CPU cost, more conservative results)")
TEXT(" 2: Force HZB occlusion system (overrides rendering platform preferences)"),
ECVF_RenderThreadSafe
);
static int32 GVisualizeOccludedPrimitives = 0;
static FAutoConsoleVariableRef CVarVisualizeOccludedPrimitives(
TEXT("r.VisualizeOccludedPrimitives"),
GVisualizeOccludedPrimitives,
TEXT("Draw boxes for all occluded primitives"),
ECVF_RenderThreadSafe | ECVF_Cheat
);
static int32 GAllowSubPrimitiveQueries = 1;
static FAutoConsoleVariableRef CVarAllowSubPrimitiveQueries(
TEXT("r.AllowSubPrimitiveQueries"),
GAllowSubPrimitiveQueries,
TEXT("Enables sub primitive queries, currently only used by hierarchical instanced static meshes. 1: Enable, 0 Disabled. When disabled, one query is used for the entire proxy."),
ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<float> CVarStaticMeshLODDistanceScale(
TEXT("r.StaticMeshLODDistanceScale"),
1.0f,
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3028454) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3028439 on 2016/06/27 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28 @ CL 3028090 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3028437 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3027952 on 2016/06/26 by Jurre.deBaare - Integrating code fixes/changes from Simplygon for Normals issue on Simplygon Swarm + landscape culling - Readded landscape/volume culling for in-engine static mesh merging path - Fixed issue with r.HLOD force -1 (now stops forcing hlods) - Marked hlodcullingvolume as experimental - Added Landscape culling flag + precision level #codereview Michael.Noland #rb Michael.Noland #tests build clusters locally/cloud + landscape culling tests Change 3027702 on 2016/06/25 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 3027698 #RB:none #Tests:none Change 3027312 on 2016/06/24 by Daniel.Lamb Changed the way reentry data is stored in the cooker, reduce work load by main thread, also fix issue with reentry data being used from incorrect packages. #rb Peter.Sauerbrei #test QA game launch on and cook by the book + cook on the fly paragon Change 3027165 on 2016/06/24 by Daniel.Lamb Fix compiler warnings from cvars changes. #rb none #test cook paragon Change 3026900 on 2016/06/24 by Daniel.Lamb Change the way low quality lightmap shaders are enabled / disabled as the engine can't be used in the should cache function. #rb Marcus.Wasmer #test Cook on the fly paragon #codereview Rolando.Caloca Change 3026874 on 2016/06/24 by Olaf.Piesche #jira OR-18363 fix distortion in particle macro UVs with camera movement #rb frank.fella #tests PC Editor/Game Change 3026494 on 2016/06/24 by jason.bestimt #ORION_MAIN - Merge 28 @ CL 3026460 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3026476 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: jason.bestimt Change 3026381 on 2016/06/24 by Graeme.Thornton Strip particle modules, emitters and lodlevels from cooked server data. Saves ~10mb of runtime memory on Paragon #rb simon.tovey #codereview dmitry.rekman #tests pc cooked client/server, golden path Change 3025760 on 2016/06/23 by jason.bestimt #ORION_MAIN - Merge 28 @ CL 3025687 #RB:none #tests:none #ROBOMERGE-SOURCE: CL 3025709 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword_Skeleton.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3025661 on 2016/06/23 by Mieszko.Zielinski Added a feature to PathfollowingComponent allowing it to identify when it starts following a navigation link #UE4 #rb Lukasz.Furman #test golden path Change 3025359 on 2016/06/23 by Jason.Bestimt #ROBOMERGE-AUTHOR: sam.zamani #online,externalui,ps4 - expose access to reset cookies before invoking embedded web browser - fixed not capturing resulting Url when PS4 browser is closed #rb none #tests ps4 #ROBOMERGE-SOURCE: CL 3025356 in //Orion/Release-28/... via CL 3025358 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3025184 on 2016/06/23 by Lina.Halper Fix crash with morphtargets #jira: OR-24257 #rb: Rolando.Caloca #tests: switching mesh with different morphtargets in editor Change 3024714 on 2016/06/23 by Lukasz.Furman added vlog extension to visual debugger tool, added object whitelist to vlog to include selected minion data in games started with -LogBotGame param #rb Mieszko.Zielinski #tests server game with and without LogBotGame cmdline Change 3024709 on 2016/06/23 by Daniel.Lamb Added support for async save when saving seperate bulk data file. Added mb saved to cooking package stats. #rb Andrew.Grant,Wes.Hunt #test Cook Paragon Change 3024674 on 2016/06/23 by Jason.Bestimt #ROBOMERGE-AUTHOR: sam.zamani Merging //Orion/Release-28 to Main (//Orion/Main) #online,identity,ps4 - add psplus flag to online account after privilege check #rb none #tests ps4 login flow #ROBOMERGE-SOURCE: CL 3024672 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3024510 on 2016/06/23 by Graeme.Thornton Added more info to the dumpparticlesystems exec command output #rb simon.tovey #tests cooked pc client, golden path Change 3024504 on 2016/06/23 by Graeme.Thornton Asset registry memory optimisation - make sure all dependency node link arrays are sized exactly as they need to be (saves ~1mb) #rb robert.manuszewski #tests windows cooked client, golden path Change 3024213 on 2016/06/22 by Ryan.Gerleve Handle a rare case in replays where the spectator controller is null but we still find a valid NetGUID for it. Added an ensure before a check that would fail in this case so we'll know if it happens again. #tests replays #rb john.pollard Change 3024127 on 2016/06/22 by John.Pollard Bulk merge using Dev-Networking_->_Dev-General_(Orion) 3002989 Add ability to skip missing/changed properties in FFastArraySerializer 3003072 Fix crash related to new replay backwards compatibility changes 3008097 Renaming CompatibleReplayout to NetFieldExportGroup preparing to unify ability to use FNetFieldExportGroup for both RepLayout and FClassNetCache 3009684 Added ability to use FNetFieldExportGroups for FClassNetCache as well as FRepLayout * Adds ability to track missing/changed custom delta properties names * Adds ability to track missing/changed RPC's 3013455 Add ability to skip over RPC parameters that have changes/missing in replays for backwards compatibility * We now mark FClassNetCache properties as bIncompatible so we don't spam forever when they are out of date * No longer factor in parameters when building checksum for RPC's * Save FNetFieldExport handle for FClassNetCache fields * Use WriteIntWrapped when saving FClassNetCache fields FNetFieldExport handles (and use NetFieldExportGroup->NetFieldExports.Num() to determine max value) * Lots of cleanup and sanity checking improvements 3018078 Optimize replay checkpoints * Share work that was already done during normal replication, and re-use this data to remove the need to compare any checkpoint properties * When saving a checkpoint, we no longer create a new connection and new channels, instead we re-use the existing channels, and added the ability to make this a transient operation * To make custom delta serialize properties work, we compare against the CDO state instead of current state when saving out a checkpoint 3021196 Fix issue with Fast tarray exporting package map info during checkpoints * Add ability to save and restore package map ack status * Save package map ack status before saving checkpoint, and then restore it back afterwards, this will then allow the stream that writes afterward to re-export anything that was new in the checkpoint * No longer queue up reliable bunches on ack list for internal ack connections 3024033 Prune the cached change list before using when saving out checkpoints * Fixes issues when saving checkpoint, and the live properties change array size, which throws everything off when it comes time to use the LifetimeChangelist 3024034 Don't close channels when saving checkpoints, fixes issue where it creates a bunch with bOpen/bClose (because we're forcing all SendBunches to re-open channels), which throws off the stream #rb RyanG #tests Replays Change 3024021 on 2016/06/22 by Dmitry.Rekman Fix PS4 build. #rb Michael.Noland #tests none #codereview Michael.Noland, Dan.Youhon, Sammy.James Change 3023734 on 2016/06/22 by Lukasz.Furman added replication for input events and tool state for both gameplay debugger categories and extensions #ue4 #rb Mieszko.Zielinski #tests PIE, server game Change 3023708 on 2016/06/22 by Dmitry.Rekman Add a separate macro for a poison malloc proxy usage. #rb Michael.Noland #codereview Michael.Noland, Gil.Gribb #tests Compiled OrionServer-Linux-Debug, ran it Change 3023670 on 2016/06/22 by Nick.Darnell Home screen - Fixing safezones on the homescreen. Adding a scale option to the XP_Fill widget. Adding better animations to the tiles. Showing subtitles again. Hero XP summary widget now takes you to that hero. #rb none #tests PIE Change 3023632 on 2016/06/22 by Dmitry.Rekman Fix incorrect matching condition in comments. #rb none #tests Compiled OrionServer-Linux-Debug #codereview Michael.Noland Change 3023475 on 2016/06/22 by Rolando.Caloca O - Back out changelist 3022847 as it broke SSS on PC #rb none #tests re-run editor on PC Change 3023178 on 2016/06/22 by Michael.Noland Engine: Added system memory and % of time spent hitching to analytics #rb bob.tellez #tests Tested a match in Paragon Change 3022963 on 2016/06/22 by Mieszko.Zielinski Fixed a subtle navigation repathing bug #UE4 While repathing to a location, rather than an actor, the navigation query used path's end while it should be using the original query's EndLocation. #rb Lukasz.Furman #test golden path Change 3022865 on 2016/06/22 by David.Ratti gameplay cue editor: remove "GameplayCue_" prefix from default GameplayCueNotify filename in default ability system projects #rb none #tests ability system sample project Change 3022847 on 2016/06/22 by Rolando.Caloca O - Remove checkerboard SSS rendering and recombine post process pass when SSS not enabled #rb Marcus.Wassmer #codereview Marcus.Wassmer, Brian.Karis #tests Load Agora_P, check perf, toggle r.SSS.Quality 1/0, check characters with skin Change 3022804 on 2016/06/22 by Mieszko.Zielinski Fixed AIController clearing out CachedGameplayTasksComponent on UnPosses, even if Pawn was not the CachedGameplayTasksComponent's owner #UE4 Also, made running BT not clearing info in BB if AI's current BB is compatible with the one required by BT #rb Lukasz.Furman #test golden path Change 3022674 on 2016/06/22 by Robert.Manuszewski Reimplementing CL #2993969 (Dev-Blueprints) by Maciej.Mroz: UE-30729 Crash in Native Orion when selecting Sword or Tomahawk Clear AsyncLoading in subobjects. #jira OR-23997 #rb me #tests Golden path in editor build, selecting Venus Change 3022405 on 2016/06/21 by Ryan.Gerleve Fix for OR-23948, crash with death cam enabled. Use a weak pointer to store the viewer on the DemoNetDriver and update it when the game player controller is received. #rb john.pollard #tests bug repro Change 3022387 on 2016/06/21 by Ryan.Gerleve Added the ability to disable ticking of individual worlds. #tests golden path #rb john.pollard #codereview marc.audy Change 3022312 on 2016/06/21 by Nick.Darnell Home Screen - Adding a max aspect ratio lock to SBox, may need some more fine tuning math may still be a bit pants in some cases. The XP ovewview panels now have a basic support for account and hero progression. Hero one shows the last hero you played, widget is invisibile until you play your first game. The tiles now use the Max Aspect Ratio to prevent stretching forever on 21:9 monitors causing them to just look crazy. Weekly quests now show the weekly quests screen when clicked. OrionUserWidgetBase no longer prevents blueprints from running code in reponse to mouse down/up actions if the userwidget consumes input - it always calls the blueprint code first, and always returns handled if it consumes input. #rb none #tests PIE Change 3022207 on 2016/06/21 by Wes.Hunt Fix Analytics provider to retain passed in AppVersion string instead of using default %VERSION%. #rb none #tests run windows server with one bot connecting and checking analytics version is what is expected. Change 3021808 on 2016/06/21 by Jason.Bestimt #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - call GetTotalMicroseconds instead of GetTotalMilliseconds * 1000 #rb none #tests compile run ps4 #ROBOMERGE-SOURCE: CL 3021805 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3021663 on 2016/06/21 by Jason.Bestimt #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - CancelFindSessions() didn't null out search result - future FindSession() calls would fail with "search in progress" #rb joe.wilcox #tests UT matchmaking #ROBOMERGE-SOURCE: CL 3021655 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3021508 on 2016/06/21 by Marcus.Wassmer Remove anti-ghosting AA for now. Causes dithered transparency to be very wrong (Dekker shoulders) And also a border around all characters of 'noisy fuzz' even when they are not moving #rb none #test PC/PS4 #codereview Brian.Karis,Jordan.Walker Change 3021475 on 2016/06/21 by Marcus.Wassmer Duplicate fix for subsurface spec in prep for PS4 optimization. (DevRendering 3018664) unified some code for easier maintainance, fixed missing multiply from former change #rb none #test PS4/PC agora Change 3021468 on 2016/06/21 by Michael.Noland Physics: Added more information when convex cooking partially succeeds (fails initially but succeeds with inflation) indicating the full path of the mesh that failed #rb ori.cohen #tests Compiled changes, will provide more information when issue reoccurs in build machine cooks #jira OR-24082 Change 3021460 on 2016/06/21 by Michael.Noland Engine: Added time spent in each hitch bucket to FPS chart .log output and analytics output #rb bob.tellez #tests Tested a match in Paragon #codereview dmitry.rekman Change 3021368 on 2016/06/21 by Marcus.Wassmer Create Tonemapper configuration with no ColorFringe to save .15ms on PS4 when colorfringe is not used. #rb rolando.caloca #test agora with/wo new config #codereview brian.karis Change 3021119 on 2016/06/21 by David.Ratti Make -notimeouts work during initial connecting phase #codereview John.Pollard #rb none #tests pie agora Change 3021048 on 2016/06/21 by David.Ratti minor tweaks to gameplay cues: -Descriptions of engine GC notify classes -Added 'auto attach to owner' flag on actor notify class. #rb none #test ability system sample project Change 3020694 on 2016/06/20 by jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3020301 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3020674 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #CodeReview: cody.haskell Change 3020624 on 2016/06/20 by Michael.Noland Engine: Pushing more fps chart analytics up to engine level code from Paragon Engine: Pushing benchmark config vars up to engine level code from Paragon, and added records of individual sub-steps of benchmarks #rb Bob.Tellez #tests Golden path Solo VS AI in Paragon and forced a match #codereview bob.tellez, peter.knepley Change 3020181 on 2016/06/20 by Dmitry.Rekman Re-do allowing allocations in NullRHI (OR-24029). - Originally CL 2990582 by MarcusW, stomped during merge by CL 3006926. #rb none #codereview Marcus.Wassmer, Andrew.Grant #tests none Change 3020139 on 2016/06/20 by Ryan.Gerleve Added ability to pause replay recording while keeping the current replay open. #rb john.pollard #tests paused deathcam recording while disabled Change 3019817 on 2016/06/20 by Dmitry.Rekman Poison allocated/freed memory in Debug and Development (non-editor) configs. - With this Paragon client may be more likely to crash on start. #rb Steve.Robb #codereview Robert.Manuszewski, Michael.Noland, Andrew.Grant, Gil.Gribb, Steve.Robb #tests Built Linux server and Windows client, ran them, also built Windows Orion editor. Change 3019599 on 2016/06/20 by Rolando.Caloca O - Fix flickering on heroes with morph targets #rb Marcus.Wassmer #tests Load Agora_P #jira OR-23866 Change 3019581 on 2016/06/20 by Wes.Hunt Fix crash reporter client analytics for internal builds. (Pushing critical fix immediately from //UE4/Orion-Staging) #rb Chris.Wood #tests none Change 3019524 on 2016/06/20 by David.Ratti call APawn::OnRep_Controller when ClientRetryClientRestart sets the pawn directly #rb none #tests golden path Change 3019406 on 2016/06/20 by Marcus.Wassmer Duplicate 3014956 from Dev-Rendering Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD) #rb none #test none #codereview Jordan.Walker Change 3019371 on 2016/06/20 by Graeme.Thornton Optimize cooked asset registry dependency node data structures. Saves ~10mb on Paragon. #rb robert.manuszewski #tests tested with cooked pc client + server Change 3018492 on 2016/06/17 by Laurent.Delayen FBoneReferenceCustomization: support editing properties in AnimBP defaults. #rb none #tests: Sword. Change 3017974 on 2016/06/17 by Ryan.Gerleve Add an option to toggle deathcam in the gameplay settings UI if the OrionRuntimeOption for deathcam is enabled. #rb cody.haskell #tests settings menu, enabled and disabled deathcam Change 3017913 on 2016/06/17 by Robert.Manuszewski Fixing leaked log archive. #rb Steve.Robb #tests Cooked Win64 client + server Change 3017873 on 2016/06/17 by Daniel.Lamb Fix warning in diff cooked build. #test none #rb none Change 3017676 on 2016/06/17 by Sam.Zamani #online,identity,mcp fix for uninitialized variable #rb dmitry.rekman #tests none Change 3017671 on 2016/06/17 by Robert.Manuszewski Fxied and improved log message when cluster assumptions are violated. #rb Steve.Robb #tests Win64 client + server (cooked) golden path Change 3017358 on 2016/06/16 by Nick.Atamas Checking in Darnell's change that adds correct geometry to widgets inside retainer widgets. #rb none #test PIE Change 3017242 on 2016/06/16 by jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3017179 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3017233 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/UI/Tooltips/Hero/AbilityTooltip.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3017237 on 2016/06/16 by Dmitry.Rekman Fix accessing uninitialized field (kills valgrind warnings). #rb none #codereview Michael.Noland, Andrew.Grant, Ori.Cohen #tests Compiled and ran Linux server. Change 3017236 on 2016/06/16 by Dmitry.Rekman Initialize missed field (kills valgrind warnings). #rb none #codereview Michael.Noland, Andrew.Grant #tests Compiled and ran Linux server. Change 3017186 on 2016/06/16 by Dmitry.Rekman Linux: Add hooks for libcrypto memory functions. - Libcurl uses OpenSSL, which allocates memory using libcrypto's CRYPTO_malloc() and apparently on purpose does not initialize it. - This change a) redirects these allocations to use UE's malloc b) initializes it with zeros, avoiding valgrind's warnings. - This behavior is not used on Shipping configurations because the impact on entropy is not understood (TBD later). #rb Michael.Noland, Rob.Cannaday (original version) #codereview Michael.Noland, Rob.Cannaday, Alex.Fennel, Chris.Babcock, Sam.Zamani #tests Compiled Linux server and ran it. Change 3017037 on 2016/06/16 by Jason.Bestimt #ROBOMERGE-AUTHOR: andrew.grant Merging content fix for driver crash from Release-27 #ROBOMERGE-SOURCE: CL 3017036 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3016838 on 2016/06/16 by Alexis.Matte #jira UE-31901 fix to export all blueprint component to obj #rb uriel.doyon #codereview matt.kuhlenschmidt #test export a blueprint containing multiple staticmesh component to obj Change 3016629 on 2016/06/16 by Dmitry.Rekman Make Binned default on Linux non-editor builds. #codereview Andrew.Grant #rb none #tests none Change 3016615 on 2016/06/16 by Jason.Bestimt #ROBOMERGE-AUTHOR: andrew.grant Temporarily disabling jemalloc for Linux #rb #tests none [CodeReviewed] Dmitry.Rekman #ROBOMERGE-SOURCE: CL 3016612 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3016566 on 2016/06/16 by Michael.Noland Engine: Fixed a regression that broke safe zone debugging features in Windows by reintroducing code from CL# 2861030 that was accidentally deleted in a merge #codereview andrew.grant #rb dan.hertzka #tests Tested r.DebugSafeZone.Mode 1 with r.DebugSafeZone.TitleRatio 0.9 in PIE and confirmed that SSafeZone obeyed it and the red overlay appeared Change 3016521 on 2016/06/16 by Ryan.Gerleve Client recoreded replay fixes and optimizations from Dev-Networking (and one from //UE4/Main), for deathcam. Includes the following CLs from Dev-Networking: 2997908 2998001 2998832 2999054 2999057 2999749 3000051 3001361 3001365 3004958 3009972 3009973 And this CL from //UE4/Main: 3015528 #tests golden path, replays #rb john.pollard Change 3016503 on 2016/06/16 by Brian.Karis Fixed uninitialized variables on particle lights. Fixes hair shading. #rb none #tests editor Change 3016429 on 2016/06/16 by Max.Chen Sequencer: Fix StartTime when clamping start offset 0. Follow up to CL #3009386. #jira UE-29167 #tests Load up AnnounceMaster and adjust leading edge of animation clips #rb Frank.Fella Change 3016356 on 2016/06/16 by Lina.Halper - Fix crash on rampage morphtarget Merging using //UE4/Dev-Framework_to_//Orion/Dev-General - this is dupe change from Dev-Framework #jira: https://jira.ol.epicgames.net/browse/OR-23194 #rb: Ori.Cohen #tests: editor/pie spawn as rampage's alt skin Change 3015696 on 2016/06/15 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3015646 This re-unifies our build pipeline. Fingers crossed. (only 6 files are actually different) #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3015672 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3015642 on 2016/06/15 by Mieszko.Zielinski Fixes to multiple reasons AI bots were getting stuck #Orion #rb Lukasz.Furman #test golden path Change 3015622 on 2016/06/15 by Mieszko.Zielinski fixed FMetaNavMeshPath doing navmesh path update without checking nav agent if pathfinding should be postponed #UE4 #rb Lukasz.Furman #test golden path Change 3015514 on 2016/06/15 by Uriel.Doyon Fixed GlobalMipBias not affecting max texture resolution. This fix is implemented differently in Dev-Rendering in CL 301498. #jira OR-23511 #rb marcus.wassmer #test played game with different quality settings Change 3015258 on 2016/06/15 by Lina.Halper Fix crash with recursive reference between two assets #rb: Ori.Cohen #tests: Sword Change 3014988 on 2016/06/15 by Wes.Hunt Fix Cook Analytics to correctly use the Legacy provider since it sends to a local data collector. #rb daniel.lamb #tests compile Orion Change 3014962 on 2016/06/15 by Olaf.Piesche Replicating CL 3013696 from Dev-Rendering; making quality level spawn rate scale work for GPU emitters. #rb simon.tovey #tests PC editor game Change 3014958 on 2016/06/15 by Laurent.Delayen Added SkeletalMeshComponent::bIncludeComponentLocationIntoBounds to help in cases where SMU_OnlyTickPoseWhenRendered is set, and an animation pushed the mesh beyond the capsule. This ensures that when the capsule is in view, the mesh will remain updated. #rb Michael.Noland #test Sword ultimate from another player's view. Change 3014833 on 2016/06/15 by Laurent.Delayen Fix for Base Heroes having their locomotion blendspace broken. #rb Thomas.Sarkanen #codereview Thomas.Sarkanen #tests Gadget networked PIE Change 3014688 on 2016/06/15 by Nick.Darnell UMG - Fixing IsHovered on UUserWidgets. SObjectWidget did not properly call the super for MouseEnter/MouseLeave allowing SWidget's implementation to set and unset the bool. #rb none #tests PIE Change 3014325 on 2016/06/15 by Marcus.Wassmer Duplicate 3012706: Scalability CVAR for ContactShadows #rb john.billon #test flip cvar in editor. Change 3014230 on 2016/06/15 by Robert.Manuszewski Fix potentially missing log output when serializing text of length equal to the async log writer buffer size. #rb Steve.Robb #tests Tested in editor build (client + server) Change 3013913 on 2016/06/14 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Updating from DMM (updated from 27.1MM) #RB:none #Tests:compiled #ROBOMERGE-SOURCE: CL 3013912 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3013437 on 2016/06/14 by Simon.Tovey Speculative fix for OR-23158 Couldnt' repro NANs but did see it reading garbage. Reinstated the check that direct accesses for particles in a zero size emitter will return null. Altered selection code to reselect when partilce is dead or returns null and to not allow new selection on zero size emitters. #tests GoldenPath, No broken fx and no more reading garbage. #rb Olaf.Piesche Change 3013063 on 2016/06/14 by Jason.Bestimt #ORION_DG - Unclog robomerge from DMM Merge #RB:none #tests:none Change 3012936 on 2016/06/14 by Rob.Cannaday Fix for multiple account login not kicking previous logins Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith #jira FORT-25452 #rb sam.zamani #tests multiple account login, frontend only Merge from FN CL 3011647, plus fixing one other location expecting "application/json" Change 3012696 on 2016/06/14 by Max.Chen Sequencer: Select actors for corresponding selected keys or sections. Copy from Dev-Sequencer #jira UE-30727 #tests Load up AnnounceMaster and select keyframes #rb none Change 3012691 on 2016/06/14 by Max.Chen Sequencer: Fix dragging the leading edge of a skeletal animation section so that it adjusts the start offset of the animation clip. Copy from Dev-Sequencer #jira UE-29167 #tests Load up AnnounceMaster and adjust leading edge of animation clips #rb Frank.Fella Change 3012690 on 2016/06/14 by Andrew.Grant Removed Linux work-around for memory stomp alignment #rb none #tests compiled Change 3012687 on 2016/06/14 by Max.Chen Sequencer: Fix lower bound when doing post render tick so that the start of a shot doesn't render with the previous shot's time. Copy from Dev-Sequencer #rb none #tests Load up AnnounceMaster and played through sequence Change 3012627 on 2016/06/14 by Mieszko.Zielinski Added logging of current MoveID to PathfollowingComponent's vlog snapshot #UE4 #rb none #test golden path Change 3012615 on 2016/06/14 by Mieszko.Zielinski Improved fix to BTDecorator_Blackboard's latent tasks aborting #UE4 #rb Lukasz.Furman #test golden path Change 3012572 on 2016/06/14 by Dmitry.Rekman Fix realloc with non-default alignment in jemalloc (OR-23541). - Removed obsolete check(), the code was already there since CL 1834526. #rb none #codereview Andrew.Grant, Robert.Manuszewski #tests none Change 3012481 on 2016/06/14 by David.Ratti ability system #include fixups and move orion attribute capture marcros into base engine ability system execution class #rb none #tests ability system sample project Change 3012457 on 2016/06/14 by Andrew.Grant Un-fix misaligned memory-stomp fix for Linux #rb none #tests compiled Change 3012320 on 2016/06/14 by Graeme.Thornton Fixes for MemoryAnalyser2 solution - Upgraded to VS 2015 - Clean up solution configurations. Only leave "Any CPU" - Switch project to build with "Any CPU" rather than "x64". Reimplementation of CL 3012221 from Dev-Core #rb robert.manuszewski #tests opened the main window form correctly in visual studio Change 3012316 on 2016/06/14 by Thomas.Sarkanen Fix copying non-POD structs in the fast path Prevents double-deletions of TArrays etc. #jira UE-31394 - Fix problems with non-POD UStructs using the anim BP fast-path #tests Played PIE & died as Sword in OrionEntry, Exited PIE. #rb Martin.Wilson Change 3012187 on 2016/06/14 by Graeme.Thornton Corrected error message when not specifying linux server device command line correctly in UAT #rb Dmitry.Rekman #tests Checked error message was useful when wrong command line was specified Change 3012026 on 2016/06/13 by jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3011936 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3011996 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/oriongame/Content/Characters/Heroes/Hammer/Abilities/Subjugate/FX/P_SubjugateSwirls.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3011969 on 2016/06/13 by Brian.Karis Tweaks for hair Change 3011638 on 2016/06/13 by Andrew.Grant Fixed issue where RepLayout could use unaligned memoryfor property construction if allocator did not use a suitable default (fixes crash when running with MemStomp). Also added sanity check in UScriptStruct::InitializeStruct that memory is correctly aligned before calling constructor #codereview Dave.Ratti, John.Pollard #rb none #tests Ran with/without memstomp Change 3011575 on 2016/06/13 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3011414 NOTE - Card data was altered. Shame shame shame. Not authoritative in DUI #RB:none #Tests:none [CodeReviewed]: matt.schembari, kerrington.smith, sammy.james, matt.kuhlenschmidt #ROBOMERGE-SOURCE: CL 3011552 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: jason.bestimt Change 3011462 on 2016/06/13 by Alexis.Matte #jira UE-31901 The outputdevice is adding 2 uninitialize character at the end of any log, this is cause by the terminator logic. The fix is to not add those characters when no terminator should be add. #rb nick.darnell #codereview Robert.Manuszewski #test export a obj file and verify all object are exported in maya or max Change 3011424 on 2016/06/13 by Martin.Wilson Hack out fastpath anim bp code until heap corruption issue can be fixed. #rb Laurent.Delayen #tests Persona + PIE Change 3011191 on 2016/06/13 by Mieszko.Zielinski Added missing initialization of PathFollowingComponent::CurrentMoveInput #UE4 #rb none #test golden path Change 3011138 on 2016/06/13 by Mieszko.Zielinski Switched bots over from travel mode to sprinting #Orion #rb Lukasz.Furman #test golden path Change 3011075 on 2016/06/13 by David.Ratti Default GameplayAbility instancing policy to InstancePerExecution #rb BenZ #tests compile Change 3011051 on 2016/06/13 by David.Ratti Add missing include so GameplayAbilitySet.h can be included on its own. #rb none #tests compile Change 3010968 on 2016/06/13 by Mieszko.Zielinski Fixed console variables crashing on "" string #UE4 #rb Lukasz.Furman #codereview Martin.Mittring #test PIE Change 3010888 on 2016/06/13 by Alexis.Matte #jira OR-23301 Close the OS handle when closing the FAsyncWriter. #rb Robert.Manuszewski #codereview Robert.Manuszewski #test try to export a obj file Change 3010239 on 2016/06/11 by Michael.Noland UMG - Adding back the logic to use the normal WidgetTree when the DesignerWidgetTree is not defined. [duplicated fix from CL# 2998267] #jira UE-31570 #tests Compiled some blueprints #rb none Change 3009870 on 2016/06/10 by Wes.Hunt Remove logging of analytics payloads from dedicated servers #jira UE-31858 #codereview:dmitry.rekman #rb none #tests All testing was done in Dev-Framework. This change was redone in this branch to get it here faster. Change 3009599 on 2016/06/10 by Michael.Noland Rendering: Corrected a misleading help comment on r.StaticMeshLODDistanceScale, explaining how it affects LOD calculations (it multiplies the effective distance, so larger numbers make transitions happen sooner) #tests Verified in the output of the help command #rb none #rn Change 3009559 on 2016/06/10 by Marcus.Wassmer Fix 11/11/10 SceneColorFormat option, enable AntiGhosting on TemporalAA, ensure TemporalAA output is the correct format for accumulating results. Set SceneColorFormat to 2 on PS4 and lowspec PC. All in all saves .3-.5ms on PS4 and improves temporalAA ghosting. #rb Brian.Karis #test Agora PS4 / PC Change 3009525 on 2016/06/10 by David.Ratti Fix case where ObjectLIbrary would not be able to find classes when searching "/Game" path. #rb none #tests object libraries in paragon Change 3009228 on 2016/06/10 by David.Ratti remove world check. Can be triggered in editor with PIE #rb none #tests pie Change 3009050 on 2016/06/10 by Dmitry.Rekman Fix LinuxClient platform not being built on Windows, and not instantiating a target platform instance. - Fixes by BenM. #rb none #codereview Ben.Marsh #tests Compiled OrionEditor on Linux. Change 3008973 on 2016/06/10 by Marcus.Wassmer Fix Windualshock on VS2015 #rb Rolando.Caloca #test PS4 controller on VS2015 build Change 3008970 on 2016/06/10 by David.Ratti Fix warning about minimal replication tag count -Made bit count a config setting. Bumped to 5 -Minor optimization to UAbilitySystemGlobals::Get() #rb none #tests goldne path, pie Change 3008478 on 2016/06/09 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 3008469 #RB:none #Tests:none Change 3008416 on 2016/06/09 by Andrew.Grant Adding 'config' as an option to set both clientconfig / serverconfig when using BuildCookRun #review-3008417 Ben.Marsh, Justin.Sargent #rb none #tests BuildCookRun with config Change 3008286 on 2016/06/09 by Dmitry.Rekman Add LinuxClient target platform. #rb none #tests Compile OrionEditor on Linux. #codereview Brad.Angelcyk, Ben.Marsh Change 3007978 on 2016/06/09 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3007507 #RB:none #Tests:none [CodeReviewed]: matt.schembari, kerrington.smith #ROBOMERGE-SOURCE: CL 3007968 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3007771 on 2016/06/09 by Laurent.Delayen Fixed GetIntFromComp breaking with INDEX_NONE. Fixes crash in OrientationWarping node. #rb martin.wilson #codereview martin.wilson #tests Sword Leap. Change 3007436 on 2016/06/09 by David.Ratti change designer facing parameter name #rb none #test compile Change 3007408 on 2016/06/09 by David.Ratti WaitGameplayEffectBlockedImmunity - ability task for listening to immunity events #rb danY #tests pie Change 3007250 on 2016/06/09 by bruce.nesbit Banner impact location fix. (OR-23179) #rb none #tests Game+PIE Change 3007228 on 2016/06/09 by Ben.Marsh BuildGraph: Rename -SkipNodesWithoutTickets parameter to -SkipTargetsWithoutTickets, to reflect that it's filtering the list of targets rather than the full graph. #rb none #tests none Change 3007225 on 2016/06/09 by Ben.Marsh EC: Set the -TicketSignature=... parameter for all BuildGraph jobs started by EC to the URL of the current job. Change 3006985 on 2016/06/08 by jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3006936 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3006978 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: jason.bestimt Change 3006926 on 2016/06/08 by Andrew.Grant Merging //UE4/Main @ 300872 via //UE4/Orion-Staging #rb none #tests engine QA, orion qa smoke Change 3006444 on 2016/06/08 by Ben.Marsh BuildGraph: Add mechanism to specify that nodes can only be built once for a given changelist. Nodes can have an associated ticket file, and they are only permitted to build if the ticket is assigned to the current job. Tickets are created if they don't exist, and written with a signature specific to the job specified via the -TicketSignature="..." parameter. By default, builds will fail if a ticket has been already granted to another job, but the -SkipNodesWithoutTickets parameter instructs the graph to skip affected nodes instead. #rb none #tests none Change 3006389 on 2016/06/08 by Daniel.Lamb Delay the processing of packages which aren't ready till the end of the cook. This allows other packages to be processed sooner. #rb Peter.Sauerbrei #test cook orion. Change 3006306 on 2016/06/08 by Michael.Noland Rendering: Added FreezeRendering to the console autocomplete list #rn Change 3006305 on 2016/06/08 by Michael.Noland HLOD: Added a way to control how far down the HLOD hierarchy to allow showing (can be used to limit quality loss and streaming texture memory usage on high scalability settings for example) Controlled by the new cvar r.HLOD.MaximumLevel, which can be set to the following values: -1: No maximum level (default) 0: Prevent ever showing a HLOD cluster instead of individual meshes 1: Allow only the first level of HLOD clusters to be shown 2+: Allow up to the Nth level of HLOD clusters to be shown Note: This does not affect the memory used by the HLOD meshes itself or their always loaded low mip levels, it will only save the memory associated with streaming in the higher mip levels HLOD: Allowed r.HLOD console command to be used in Test configurations HLOD: Removed some dead code in ALODActor and scene view / scene proxy relating to a different way to force visualization that has no trigger HLOD: Fixed an uninitialized memory bug in the static mesh scene proxy HLODcoloration visualization code #rn #codereview jurre.debaare #rb marc.audy #tests Tested with various settings in Paragon and tried creating some new clusters in the editor Change 3006304 on 2016/06/08 by Michael.Noland Engine: Changed the code in AActor::IncrementalRegisterComponents to obey bAutoRegister for the root component rather than asserting that it is true. Note: If children components have bAutoRegister=true, they will still pull the root component into the fray and cause it to be registered first #rb marc.audy #tests Tested with code that registers or unregisters HLOD clusters at varying levels in Paragon Change 3006041 on 2016/06/08 by Andrew.Grant Added buildidoverride to shipping whitelist #rb none #tests compiled and used param in shipping Change 3005678 on 2016/06/08 by Ben.Marsh Back out changelist 3004395 #rb none #tests none Change 3005265 on 2016/06/07 by jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3005120 #RB: none #Tests: none #ROBOMERGE-SOURCE: CL 3005250 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: jason.bestimt Change 3005081 on 2016/06/07 by Daniel.Lamb Reworked the way packages which are renamed on load are added to the cooked package list. Cooker now has options for MaxMemoryAllowance as a percentage and also MinFreeMemory (which takes into account used system memory not just total system memory). #rb Andrew.Grant, Marcus.Wasmer #test cook orion Change 3004752 on 2016/06/07 by Daniel.Lamb Requeue packages to the next package on the list instead of to the end of the list. #rb Andrew.Grant #test cook orion Change 3004560 on 2016/06/07 by David.Ratti Kill timelines, latent actions, timer when recycling gameplay cues #rb danY #tests pie Change 3004559 on 2016/06/07 by David.Ratti Object Library: -Added bool bIncludeOnlyOnDiskAssets that can be set by owner. Passed on to the AR filter when gathering assets. GameplayCue Editor: -Fix issue with new notifies not showing up after being created through the GC Editor (until restart). -Fix issue for new projects, that don't have gameplayclue tags defined, not being able to add gameplay cue tags through the editor without restarting once. #rb none #tests editor Change 3004395 on 2016/06/07 by Ben.Marsh BuildGraph: Add a script function to ensure exclusive access to a given resource. The AcquireLockFile() function takes two arguments; a path to a text file, and the name of an owner. The file is created and the owner name written to it if it doesn't already exist, otherwise the contents of it are compared against the given owner string. The operation happens transactionally, and the function returns true if file contains the given owner string on exit. Logical and/or conditions are now also short-circuited, so the result of the AcquireLockFile() function can be used to control derived property definitions within an executing job. #rb none #tests none Change 3004164 on 2016/06/07 by David.Ratti Ability system: use player controller netmode over avatar actor when possible. Fixes issue if torn off, authority, client side actor tries to activate an ability. #rb danY #tests multi pie Change 3003837 on 2016/06/07 by David.Ratti Ability system engine work -Default to /Game as search path for gameplay cues, if no explicit paths are set in the config. #rb none #tests ability sample project Change 3002800 on 2016/06/06 by Marcus.Wassmer Fix shader crash in PIE #rb none #test PIE Change 3002657 on 2016/06/06 by Dmitry.Rekman Do not copy to clipboard on crash if headless or on the wrong thread. - Could result in crash handler crashing itself in some circumstances. #rb none #codereveiw Brad.Angelcyk #tests Compiled Linux dedicated server and CrashReportClient. Change 3002546 on 2016/06/06 by Daniel.Lamb Improve cooking performance. Allow cooker to save other packages opportunistically if main package is compiling shaders. Allow cooker to load more packages if there aren't many packages to save. #rb Josh.Adams #test cook orion Change 3002369 on 2016/06/06 by Marcus.Wassmer Project setting for optional rendering features to reduce shader compile times. # of shaders per material is reduced by ~30-40% depending on material #rb Daniel.Wright #test Editor with/without all options, cooked ps4. Change 3002142 on 2016/06/06 by David.Ratti Ability system engine level: -Fix crash when gameplay cue editor starts if there are no gameplay cue paths specified -Fix crash when GameplayCue tag is not specified #rb none #tests sample ability system project, paragon Change 3002106 on 2016/06/06 by Jason.Bestimt #ROBOMERGE-AUTHOR: sam.zamani #orion - add support for code tokens which can be shared/redeemed - refactor of existing friend founder's pack codes to be displayed in a generic way using code token info - added CodeToken.FounderFriendInviteT0 for new paragon tier 0 code which grants access to game without also giving a Founder's pack - added CodeToken.FounderFriendInviteT1 to replace existing CodeToken.FriendPC and CodeToken.FriendPS4 Founder's pack codes. Existing codes aliased to the new CodeToken.FounderFriendInviteT1 code - No longer differentiation between PC/PS4 friend codes - "Share Friend Code" button will now process all available codes that can be issued instead of just 1 - updated Orion service Mcp call for getUnredeemedCodes() to ignore the code template id and return all available codes. Each returned code will also include the type [CodeReviewed]: david.nikdel, jason.bestimt #rb david.nikdel #tests PC PIE using localhost and profile proxy for granting codes, also existing account with legacy codes #ROBOMERGE-SOURCE: CL 3002104 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3001218 on 2016/06/05 by jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3001162 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3001200 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: jason.bestimt Change 2999508 on 2016/06/03 by jason.bestimt #ORION_MAIN - Merge 27 @ CL 2999463 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2999498 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Audio/ClassesAndMixes/Classes/Master.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 2999465 on 2016/06/03 by Robert.Manuszewski Whitelisting more DLLs for injection. #rb none #tests none Change 2999455 on 2016/06/03 by Lukasz.Furman disabled path invalidation events for minions #orion #rb Mieszko.Zielinski #tests PIE with additional debug logging Change 2998488 on 2016/06/02 by Michael.Noland Engine: Prevent forced drawing of spline components in Test configuration #codereview james.golding #tests Ran a cooked Test build on a map with splines in it #rb david.ratti #robomerge: main Change 2997954 on 2016/06/02 by Jason.Bestimt #ROBOMERGE-AUTHOR: jon.lietz OR-22425 no longer try to updat the tag map and modifiers when the gameplay effect that is being removed was not active. #RB Dave.Ratti #Tests golden path #ROBOMERGE-SOURCE: CL 2997940 in //Orion/Release-0.27/... via CL 2997943 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2997750 on 2016/06/02 by Graeme.Thornton Add FPakFile::Check() that attempts to open and read the data out of every file in a pak, to check for corruption Added -checkpak option for force a check of every mounted pak file #rb robert.manuszewski #tests tested against cooked pc client. made sure my data succeeded. made sure corrupted data throws an error. [CL 3031715 by Andrew Grant in Main branch]
2016-06-28 17:59:42 -04:00
TEXT("Scale factor for the distance used in computing discrete LOD for static meshes. (defaults to 1)\n")
TEXT("(higher values make LODs transition earlier, e.g., 2 is twice as fast / half the distance)"),
ECVF_Scalability | ECVF_RenderThreadSafe);
static int32 GOcclusionCullParallelPrimFetch = 0;
static FAutoConsoleVariableRef CVarOcclusionCullParallelPrimFetch(
TEXT("r.OcclusionCullParallelPrimFetch"),
GOcclusionCullParallelPrimFetch,
TEXT("Enables Parallel Occlusion Cull primitive fetch."),
ECVF_RenderThreadSafe
);
static int32 GILCUpdatePrimTaskEnabled = 0;
static FAutoConsoleVariableRef CVarILCUpdatePrimitivesTask(
TEXT("r.Cache.UpdatePrimsTaskEnabled"),
GILCUpdatePrimTaskEnabled,
TEXT("Enable threading for ILC primitive update. Will overlap with the rest the end of InitViews."),
ECVF_RenderThreadSafe
);
static int32 GDoInitViewsLightingAfterPrepass = 0;
static FAutoConsoleVariableRef CVarDoInitViewsLightingAfterPrepass(
TEXT("r.DoInitViewsLightingAfterPrepass"),
GDoInitViewsLightingAfterPrepass,
TEXT("Delays the lighting part of InitViews until after the prepass. This improves the threading throughput and gets the prepass to the GPU ASAP. Experimental options; has an unknown race."),
ECVF_RenderThreadSafe
);
/** Distance fade cvars */
static int32 GDisableLODFade = false;
static FAutoConsoleVariableRef CVarDisableLODFade( TEXT("r.DisableLODFade"), GDisableLODFade, TEXT("Disable fading for distance culling"), ECVF_RenderThreadSafe );
static float GFadeTime = 0.25f;
static FAutoConsoleVariableRef CVarLODFadeTime( TEXT("r.LODFadeTime"), GFadeTime, TEXT("How long LOD takes to fade (in seconds)."), ECVF_RenderThreadSafe );
static float GDistanceFadeMaxTravel = 1000.0f;
static FAutoConsoleVariableRef CVarDistanceFadeMaxTravel( TEXT("r.DistanceFadeMaxTravel"), GDistanceFadeMaxTravel, TEXT("Max distance that the player can travel during the fade time."), ECVF_RenderThreadSafe );
static TAutoConsoleVariable<int32> CVarParallelInitViews(
TEXT("r.ParallelInitViews"),
#if WITH_EDITOR
0,
#else
1,
#endif
TEXT("Toggles parallel init views. 0 = off; 1 = on"),
ECVF_RenderThreadSafe
);
/*------------------------------------------------------------------------------
Visibility determination.
------------------------------------------------------------------------------*/
/**
* Update a primitive's fading state.
* @param FadingState - State to update.
* @param View - The view for which to update.
* @param bVisible - Whether the primitive should be visible in the view.
*/
static void UpdatePrimitiveFadingState(FPrimitiveFadingState& FadingState, FViewInfo& View, bool bVisible)
{
if (FadingState.bValid)
{
if (FadingState.bIsVisible != bVisible)
{
float CurrentRealTime = View.Family->CurrentRealTime;
// Need to kick off a fade, so make sure that we have fading state for that
if( !IsValidRef(FadingState.UniformBuffer) )
{
// Primitive is not currently fading. Start a new fade!
FadingState.EndTime = CurrentRealTime + GFadeTime;
if( bVisible )
{
// Fading in
// (Time - StartTime) / FadeTime
FadingState.FadeTimeScaleBias.X = 1.0f / GFadeTime;
FadingState.FadeTimeScaleBias.Y = -CurrentRealTime / GFadeTime;
}
else
{
// Fading out
// 1 - (Time - StartTime) / FadeTime
FadingState.FadeTimeScaleBias.X = -1.0f / GFadeTime;
FadingState.FadeTimeScaleBias.Y = 1.0f + CurrentRealTime / GFadeTime;
}
FDistanceCullFadeUniformShaderParameters Uniforms;
Uniforms.FadeTimeScaleBias = FadingState.FadeTimeScaleBias;
FadingState.UniformBuffer = FDistanceCullFadeUniformBufferRef::CreateUniformBufferImmediate( Uniforms, UniformBuffer_MultiFrame );
}
else
{
// Reverse fading direction but maintain current opacity
// Solve for d: a*x+b = -a*x+d
FadingState.FadeTimeScaleBias.Y = 2.0f * CurrentRealTime * FadingState.FadeTimeScaleBias.X + FadingState.FadeTimeScaleBias.Y;
FadingState.FadeTimeScaleBias.X = -FadingState.FadeTimeScaleBias.X;
if( bVisible )
{
// Fading in
// Solve for x: a*x+b = 1
FadingState.EndTime = ( 1.0f - FadingState.FadeTimeScaleBias.Y ) / FadingState.FadeTimeScaleBias.X;
}
else
{
// Fading out
// Solve for x: a*x+b = 0
FadingState.EndTime = -FadingState.FadeTimeScaleBias.Y / FadingState.FadeTimeScaleBias.X;
}
FDistanceCullFadeUniformShaderParameters Uniforms;
Uniforms.FadeTimeScaleBias = FadingState.FadeTimeScaleBias;
FadingState.UniformBuffer = FDistanceCullFadeUniformBufferRef::CreateUniformBufferImmediate( Uniforms, UniformBuffer_MultiFrame );
}
}
}
FadingState.FrameNumber = View.Family->FrameNumber;
FadingState.bIsVisible = bVisible;
FadingState.bValid = true;
}
bool FViewInfo::IsDistanceCulled( float DistanceSquared, float MinDrawDistance, float InMaxDrawDistance, const FPrimitiveSceneInfo* PrimitiveSceneInfo)
{
float MaxDrawDistanceScale = GetCachedScalabilityCVars().ViewDistanceScale;
float FadeRadius = GDisableLODFade ? 0.0f : GDistanceFadeMaxTravel;
float MaxDrawDistance = InMaxDrawDistance * MaxDrawDistanceScale;
// If cull distance is disabled, always show (except foliage)
if (Family->EngineShowFlags.DistanceCulledPrimitives
&& !PrimitiveSceneInfo->Proxy->IsDetailMesh())
{
return false;
}
// The primitive is always culled if it exceeds the max fade distance.
if (DistanceSquared > FMath::Square(MaxDrawDistance + FadeRadius) ||
DistanceSquared < FMath::Square(MinDrawDistance))
{
return true;
}
const bool bDistanceCulled = (DistanceSquared > FMath::Square(MaxDrawDistance));
const bool bMayBeFading = (DistanceSquared > FMath::Square(MaxDrawDistance - FadeRadius));
bool bStillFading = false;
if( !GDisableLODFade && bMayBeFading && State != NULL && !bDisableDistanceBasedFadeTransitions )
{
// Update distance-based visibility and fading state if it has not already been updated.
int32 PrimitiveIndex = PrimitiveSceneInfo->GetIndex();
FRelativeBitReference PrimitiveBit(PrimitiveIndex);
if (PotentiallyFadingPrimitiveMap.AccessCorrespondingBit(PrimitiveBit) == false)
{
FPrimitiveFadingState& FadingState = ((FSceneViewState*)State)->PrimitiveFadingStates.FindOrAdd(PrimitiveSceneInfo->PrimitiveComponentId);
UpdatePrimitiveFadingState(FadingState, *this, !bDistanceCulled);
FUniformBufferRHIParamRef UniformBuffer = FadingState.UniformBuffer;
bStillFading = (UniformBuffer != NULL);
PrimitiveFadeUniformBuffers[PrimitiveIndex] = UniformBuffer;
PotentiallyFadingPrimitiveMap.AccessCorrespondingBit(PrimitiveBit) = true;
}
}
// If we're still fading then make sure the object is still drawn, even if it's beyond the max draw distance
return ( bDistanceCulled && !bStillFading );
}
static int32 FrustumCullNumWordsPerTask = 128;
static FAutoConsoleVariableRef CVarFrustumCullNumWordsPerTask(
TEXT("r.FrustumCullNumWordsPerTask"),
FrustumCullNumWordsPerTask,
TEXT("Performance tweak. Controls the granularity for the ParallelFor for frustum culling."),
ECVF_Default
);
template<bool UseCustomCulling, bool bAlsoUseSphereTest>
static int32 FrustumCull(const FScene* Scene, FViewInfo& View)
{
SCOPE_CYCLE_COUNTER(STAT_FrustumCull);
FThreadSafeCounter NumCulledPrimitives;
float MaxDrawDistanceScale = GetCachedScalabilityCVars().ViewDistanceScale;
//Primitives per ParallelFor task
//Using async FrustumCull. Thanks Yager! See https://udn.unrealengine.com/questions/252385/performance-of-frustumcull.html
//Performance varies on total primitive count and tasks scheduled. Check the mentioned link above for some measurements.
//There have been some changes as compared to the code measured in the link
const int32 BitArrayNum = View.PrimitiveVisibilityMap.Num();
const int32 BitArrayWords = FMath::DivideAndRoundUp(View.PrimitiveVisibilityMap.Num(), (int32)NumBitsPerDWORD);
const int32 NumTasks = FMath::DivideAndRoundUp(BitArrayWords, FrustumCullNumWordsPerTask);
ParallelFor(NumTasks,
[&NumCulledPrimitives, Scene, &View, MaxDrawDistanceScale](int32 TaskIndex)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FrustumCull_Loop);
const int32 BitArrayNumInner = View.PrimitiveVisibilityMap.Num();
FVector ViewOriginForDistanceCulling = View.ViewMatrices.ViewOrigin;
float FadeRadius = GDisableLODFade ? 0.0f : GDistanceFadeMaxTravel;
uint8 CustomVisibilityFlags = EOcclusionFlags::CanBeOccluded | EOcclusionFlags::HasPrecomputedVisibility;
const int32 TaskWordOffset = TaskIndex * FrustumCullNumWordsPerTask;
for (int32 WordIndex = TaskWordOffset; WordIndex < TaskWordOffset + FrustumCullNumWordsPerTask && WordIndex * NumBitsPerDWORD < BitArrayNumInner; WordIndex++)
{
uint32 Mask = 0x1;
uint32 VisBits = 0;
uint32 FadingBits = 0;
Copying //UE4/Dev-Rendering to Dev-Main (Source //UE4/Dev-Rendering@2932636) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2917472 on 2016/03/21 by Rolando.Caloca DR - Fix SCW directcompile arguments, add -pipeline Change 2919580 on 2016/03/23 by Rolando.Caloca DR - HlslParser - Fix for used elements (sparrow's arrow was showing when it shouldn't) Arrays of input/outputs are now flattened so disjoint entries can be optimized out (and fixes a bug) #jira OR-15380 #tests Run game with sparrow, test with slomo to check for gfx glitches Change 2919660 on 2016/03/23 by Rolando.Caloca DR - Latest vk changes (from dev mobile's 2916881 to 2919157) Change 2919902 on 2016/03/23 by Rolando.Caloca DR - Fix skeletal meshes decrementing stats twice #codereview Marcus.Wassmer #jira UE-28478 Change 2920020 on 2016/03/23 by David.Hill #Jira UE-28503 EyeAdapation when used in material shader may not be initialized. #rb olaf.piesche Change 2920071 on 2016/03/23 by Rolando.Caloca DR - Remove old vk define - Started moving around direct calls to queue submit Change 2920252 on 2016/03/23 by Rolando.Caloca DR - Changes vk structs to classes Change 2920314 on 2016/03/23 by Olaf.Piesche Add -windowed to standalone game PIE command line to avoid PIE launching in full screen #jira UE-27870 #codereview michael.trepka Change 2920745 on 2016/03/24 by Uriel.Doyon Texture streaming build now takes into account the material texcoord scales applied to the texture sampling. Also finds out which texcoord is being used when sampling textures (between 0 and 3 currently). TexCoord analysis debug view shaders is now working with SM4 ane SM5. StaticMeshComponents hold persistent data coming from the texture streaming build. #tests tested with different Paragon assets. Editor SM4 & SM5. Cooked maps #codereview marcus.wassmer Change 2921335 on 2016/03/24 by Uriel.Doyon Added missing static keyword for locally defined console variable. #codereview rolando.caloca Change 2921416 on 2016/03/24 by Uriel.Doyon Revert enabling debugview shaders on non PC platforms (until properly tested and debugged) Change 2921446 on 2016/03/24 by Daniel.Wright Planar reflection mesh Change 2921530 on 2016/03/24 by Daniel.Wright Manual revert of Ronin planar reflections #codereview Ryan.Vance Change 2921608 on 2016/03/24 by Uriel.Doyon Updated texture streamer to take into account the new HLOD texture group. Change 2921677 on 2016/03/24 by Daniel.Wright Distance Field Specular Occlusion * Prototype - disabled by default Change 2921681 on 2016/03/24 by Daniel.Wright UnmappedTexelsPercentage is now 100 based Change 2921682 on 2016/03/24 by Daniel.Wright Planar reflections * New actor and component * The scene is rendered to texture with a mirrored camera and a clip plane each frame * The reflection texture is then applied to opaque pixels in a deferred pass, with distance and angle from plane fades * Translucent materials apply the nearest reflection plane in the base pass * Planar reflections require the project setting 'Support global clip plane for Planar Reflections' to be enabled, since writing to SV_ClipDistance all the time adds about 15% BasePass GPU time on PS4 * Fixed global distance field in materials which had been broken since moving global distance field properties into the view uniform buffer * Fixed PS4 removing system-value semantics when output from vertex shader and not read in next stage Change 2921734 on 2016/03/24 by Uriel.Doyon Fixed tessellated cube having wrong UVs #jira UE-28379 Change 2922063 on 2016/03/24 by Daniel.Wright Removed planar reflection debug code Change 2922428 on 2016/03/25 by Chris.Bunner Delete FShaderPipeline objects when clearing TMaterialShaderMaps. #rb Rolando.Caloca #jira UE-28621 Change 2922803 on 2016/03/25 by Rolando.Caloca DR - New cmd buffer management (disabled) - Move cmd buffer out of pending state and into context - Do not hardcode # cmd buffers - Move back buffer image mgmt into swapchain - Fixed some image layout transition bugs Change 2923056 on 2016/03/25 by Rolando.Caloca DR - Initial fix for canvas locking inside a render pass [CL 2932649 by Gil Gribb in Main branch]
2016-04-04 18:44:59 -04:00
for (int32 BitSubIndex = 0; BitSubIndex < NumBitsPerDWORD && WordIndex * NumBitsPerDWORD + BitSubIndex < BitArrayNumInner; BitSubIndex++, Mask <<= 1)
{
int32 Index = WordIndex * NumBitsPerDWORD + BitSubIndex;
const FPrimitiveBounds& Bounds = Scene->PrimitiveBounds[Index];
float DistanceSquared = (Bounds.Origin - ViewOriginForDistanceCulling).SizeSquared();
float MaxDrawDistance = Bounds.MaxDrawDistance * MaxDrawDistanceScale;
int32 VisibilityId = INDEX_NONE;
if (UseCustomCulling &&
((Scene->PrimitiveOcclusionFlags[Index] & CustomVisibilityFlags) == CustomVisibilityFlags))
{
VisibilityId = Scene->PrimitiveVisibilityIds[Index].ByteIndex;
}
// If cull distance is disabled, always show (except foliage)
if (View.Family->EngineShowFlags.DistanceCulledPrimitives
&& !Scene->Primitives[Index]->Proxy->IsDetailMesh())
{
MaxDrawDistance = FLT_MAX;
}
Copying //UE4/Dev-Rendering to Dev-Main (Source //UE4/Dev-Rendering@2932636) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2917472 on 2016/03/21 by Rolando.Caloca DR - Fix SCW directcompile arguments, add -pipeline Change 2919580 on 2016/03/23 by Rolando.Caloca DR - HlslParser - Fix for used elements (sparrow's arrow was showing when it shouldn't) Arrays of input/outputs are now flattened so disjoint entries can be optimized out (and fixes a bug) #jira OR-15380 #tests Run game with sparrow, test with slomo to check for gfx glitches Change 2919660 on 2016/03/23 by Rolando.Caloca DR - Latest vk changes (from dev mobile's 2916881 to 2919157) Change 2919902 on 2016/03/23 by Rolando.Caloca DR - Fix skeletal meshes decrementing stats twice #codereview Marcus.Wassmer #jira UE-28478 Change 2920020 on 2016/03/23 by David.Hill #Jira UE-28503 EyeAdapation when used in material shader may not be initialized. #rb olaf.piesche Change 2920071 on 2016/03/23 by Rolando.Caloca DR - Remove old vk define - Started moving around direct calls to queue submit Change 2920252 on 2016/03/23 by Rolando.Caloca DR - Changes vk structs to classes Change 2920314 on 2016/03/23 by Olaf.Piesche Add -windowed to standalone game PIE command line to avoid PIE launching in full screen #jira UE-27870 #codereview michael.trepka Change 2920745 on 2016/03/24 by Uriel.Doyon Texture streaming build now takes into account the material texcoord scales applied to the texture sampling. Also finds out which texcoord is being used when sampling textures (between 0 and 3 currently). TexCoord analysis debug view shaders is now working with SM4 ane SM5. StaticMeshComponents hold persistent data coming from the texture streaming build. #tests tested with different Paragon assets. Editor SM4 & SM5. Cooked maps #codereview marcus.wassmer Change 2921335 on 2016/03/24 by Uriel.Doyon Added missing static keyword for locally defined console variable. #codereview rolando.caloca Change 2921416 on 2016/03/24 by Uriel.Doyon Revert enabling debugview shaders on non PC platforms (until properly tested and debugged) Change 2921446 on 2016/03/24 by Daniel.Wright Planar reflection mesh Change 2921530 on 2016/03/24 by Daniel.Wright Manual revert of Ronin planar reflections #codereview Ryan.Vance Change 2921608 on 2016/03/24 by Uriel.Doyon Updated texture streamer to take into account the new HLOD texture group. Change 2921677 on 2016/03/24 by Daniel.Wright Distance Field Specular Occlusion * Prototype - disabled by default Change 2921681 on 2016/03/24 by Daniel.Wright UnmappedTexelsPercentage is now 100 based Change 2921682 on 2016/03/24 by Daniel.Wright Planar reflections * New actor and component * The scene is rendered to texture with a mirrored camera and a clip plane each frame * The reflection texture is then applied to opaque pixels in a deferred pass, with distance and angle from plane fades * Translucent materials apply the nearest reflection plane in the base pass * Planar reflections require the project setting 'Support global clip plane for Planar Reflections' to be enabled, since writing to SV_ClipDistance all the time adds about 15% BasePass GPU time on PS4 * Fixed global distance field in materials which had been broken since moving global distance field properties into the view uniform buffer * Fixed PS4 removing system-value semantics when output from vertex shader and not read in next stage Change 2921734 on 2016/03/24 by Uriel.Doyon Fixed tessellated cube having wrong UVs #jira UE-28379 Change 2922063 on 2016/03/24 by Daniel.Wright Removed planar reflection debug code Change 2922428 on 2016/03/25 by Chris.Bunner Delete FShaderPipeline objects when clearing TMaterialShaderMaps. #rb Rolando.Caloca #jira UE-28621 Change 2922803 on 2016/03/25 by Rolando.Caloca DR - New cmd buffer management (disabled) - Move cmd buffer out of pending state and into context - Do not hardcode # cmd buffers - Move back buffer image mgmt into swapchain - Fixed some image layout transition bugs Change 2923056 on 2016/03/25 by Rolando.Caloca DR - Initial fix for canvas locking inside a render pass [CL 2932649 by Gil Gribb in Main branch]
2016-04-04 18:44:59 -04:00
if (DistanceSquared > FMath::Square(MaxDrawDistance + FadeRadius) ||
DistanceSquared < Bounds.MinDrawDistanceSq ||
(UseCustomCulling && !View.CustomVisibilityQuery->IsVisible(VisibilityId, FBoxSphereBounds(Bounds.Origin, Bounds.BoxExtent, Bounds.SphereRadius))) ||
(bAlsoUseSphereTest && View.ViewFrustum.IntersectSphere(Bounds.Origin, Bounds.SphereRadius) == false) ||
Copying //UE4/Dev-Rendering to Dev-Main (Source //UE4/Dev-Rendering@2932636) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2917472 on 2016/03/21 by Rolando.Caloca DR - Fix SCW directcompile arguments, add -pipeline Change 2919580 on 2016/03/23 by Rolando.Caloca DR - HlslParser - Fix for used elements (sparrow's arrow was showing when it shouldn't) Arrays of input/outputs are now flattened so disjoint entries can be optimized out (and fixes a bug) #jira OR-15380 #tests Run game with sparrow, test with slomo to check for gfx glitches Change 2919660 on 2016/03/23 by Rolando.Caloca DR - Latest vk changes (from dev mobile's 2916881 to 2919157) Change 2919902 on 2016/03/23 by Rolando.Caloca DR - Fix skeletal meshes decrementing stats twice #codereview Marcus.Wassmer #jira UE-28478 Change 2920020 on 2016/03/23 by David.Hill #Jira UE-28503 EyeAdapation when used in material shader may not be initialized. #rb olaf.piesche Change 2920071 on 2016/03/23 by Rolando.Caloca DR - Remove old vk define - Started moving around direct calls to queue submit Change 2920252 on 2016/03/23 by Rolando.Caloca DR - Changes vk structs to classes Change 2920314 on 2016/03/23 by Olaf.Piesche Add -windowed to standalone game PIE command line to avoid PIE launching in full screen #jira UE-27870 #codereview michael.trepka Change 2920745 on 2016/03/24 by Uriel.Doyon Texture streaming build now takes into account the material texcoord scales applied to the texture sampling. Also finds out which texcoord is being used when sampling textures (between 0 and 3 currently). TexCoord analysis debug view shaders is now working with SM4 ane SM5. StaticMeshComponents hold persistent data coming from the texture streaming build. #tests tested with different Paragon assets. Editor SM4 & SM5. Cooked maps #codereview marcus.wassmer Change 2921335 on 2016/03/24 by Uriel.Doyon Added missing static keyword for locally defined console variable. #codereview rolando.caloca Change 2921416 on 2016/03/24 by Uriel.Doyon Revert enabling debugview shaders on non PC platforms (until properly tested and debugged) Change 2921446 on 2016/03/24 by Daniel.Wright Planar reflection mesh Change 2921530 on 2016/03/24 by Daniel.Wright Manual revert of Ronin planar reflections #codereview Ryan.Vance Change 2921608 on 2016/03/24 by Uriel.Doyon Updated texture streamer to take into account the new HLOD texture group. Change 2921677 on 2016/03/24 by Daniel.Wright Distance Field Specular Occlusion * Prototype - disabled by default Change 2921681 on 2016/03/24 by Daniel.Wright UnmappedTexelsPercentage is now 100 based Change 2921682 on 2016/03/24 by Daniel.Wright Planar reflections * New actor and component * The scene is rendered to texture with a mirrored camera and a clip plane each frame * The reflection texture is then applied to opaque pixels in a deferred pass, with distance and angle from plane fades * Translucent materials apply the nearest reflection plane in the base pass * Planar reflections require the project setting 'Support global clip plane for Planar Reflections' to be enabled, since writing to SV_ClipDistance all the time adds about 15% BasePass GPU time on PS4 * Fixed global distance field in materials which had been broken since moving global distance field properties into the view uniform buffer * Fixed PS4 removing system-value semantics when output from vertex shader and not read in next stage Change 2921734 on 2016/03/24 by Uriel.Doyon Fixed tessellated cube having wrong UVs #jira UE-28379 Change 2922063 on 2016/03/24 by Daniel.Wright Removed planar reflection debug code Change 2922428 on 2016/03/25 by Chris.Bunner Delete FShaderPipeline objects when clearing TMaterialShaderMaps. #rb Rolando.Caloca #jira UE-28621 Change 2922803 on 2016/03/25 by Rolando.Caloca DR - New cmd buffer management (disabled) - Move cmd buffer out of pending state and into context - Do not hardcode # cmd buffers - Move back buffer image mgmt into swapchain - Fixed some image layout transition bugs Change 2923056 on 2016/03/25 by Rolando.Caloca DR - Initial fix for canvas locking inside a render pass [CL 2932649 by Gil Gribb in Main branch]
2016-04-04 18:44:59 -04:00
View.ViewFrustum.IntersectBox(Bounds.Origin, Bounds.BoxExtent) == false)
{
STAT(NumCulledPrimitives.Increment());
}
else
{
if (DistanceSquared > FMath::Square(MaxDrawDistance))
{
FadingBits |= Mask;
}
else
{
// The primitive is visible!
VisBits |= Mask;
if (DistanceSquared > FMath::Square(MaxDrawDistance - FadeRadius))
{
FadingBits |= Mask;
}
}
}
}
if (FadingBits)
{
check(!View.PotentiallyFadingPrimitiveMap.GetData()[WordIndex]); // this should start at zero
View.PotentiallyFadingPrimitiveMap.GetData()[WordIndex] = FadingBits;
}
if (VisBits)
{
check(!View.PrimitiveVisibilityMap.GetData()[WordIndex]); // this should start at zero
View.PrimitiveVisibilityMap.GetData()[WordIndex] = VisBits;
}
}
},
!FApp::ShouldUseThreadingForPerformance() || (UseCustomCulling && !View.CustomVisibilityQuery->IsThreadsafe()) || CVarParallelInitViews.GetValueOnRenderThread() == 0
);
return NumCulledPrimitives.GetValue();
}
/**
* Updated primitive fading states for the view.
*/
static void UpdatePrimitiveFading(const FScene* Scene, FViewInfo& View)
{
SCOPE_CYCLE_COUNTER(STAT_UpdatePrimitiveFading);
FSceneViewState* ViewState = (FSceneViewState*)View.State;
if (ViewState)
{
uint32 PrevFrameNumber = ViewState->PrevFrameNumber;
float CurrentRealTime = View.Family->CurrentRealTime;
// First clear any stale fading states.
for (FPrimitiveFadingStateMap::TIterator It(ViewState->PrimitiveFadingStates); It; ++It)
{
FPrimitiveFadingState& FadingState = It.Value();
if (FadingState.FrameNumber != PrevFrameNumber ||
(IsValidRef(FadingState.UniformBuffer) && CurrentRealTime >= FadingState.EndTime))
{
It.RemoveCurrent();
}
}
// Should we allow fading transitions at all this frame? For frames where the camera moved
// a large distance or where we haven't rendered a view in awhile, it's best to disable
// fading so users don't see unexpected object transitions.
if (!GDisableLODFade && !View.bDisableDistanceBasedFadeTransitions)
{
// Do a pass over potentially fading primitives and update their states.
for (FSceneSetBitIterator BitIt(View.PotentiallyFadingPrimitiveMap); BitIt; ++BitIt)
{
bool bVisible = View.PrimitiveVisibilityMap.AccessCorrespondingBit(BitIt);
FPrimitiveFadingState& FadingState = ViewState->PrimitiveFadingStates.FindOrAdd(Scene->PrimitiveComponentIds[BitIt.GetIndex()]);
UpdatePrimitiveFadingState(FadingState, View, bVisible);
FUniformBufferRHIParamRef UniformBuffer = FadingState.UniformBuffer;
if (UniformBuffer && !bVisible)
{
// If the primitive is fading out make sure it remains visible.
View.PrimitiveVisibilityMap.AccessCorrespondingBit(BitIt) = true;
}
View.PrimitiveFadeUniformBuffers[BitIt.GetIndex()] = UniformBuffer;
}
}
}
}
struct FOcclusionBounds
{
FOcclusionBounds(FPrimitiveOcclusionHistory* InPrimitiveOcclusionHistory, const FVector& InBoundsOrigin, const FVector& InBoundsExtent, bool bInGroupedQuery)
: PrimitiveOcclusionHistory(InPrimitiveOcclusionHistory)
, BoundsOrigin(InBoundsOrigin)
, BoundsExtent(InBoundsExtent)
, bGroupedQuery(bInGroupedQuery)
{}
FPrimitiveOcclusionHistory* PrimitiveOcclusionHistory;
FVector BoundsOrigin;
FVector BoundsExtent;
bool bGroupedQuery;
};
struct FHZBBound
{
FHZBBound(FPrimitiveOcclusionHistory* InTargetHistory, const FVector& InBoundsOrigin, const FVector& InBoundsExtent)
: TargetHistory(InTargetHistory)
, BoundsOrigin(InBoundsOrigin)
, BoundsExtent(InBoundsExtent)
{}
FPrimitiveOcclusionHistory* TargetHistory;
FVector BoundsOrigin;
FVector BoundsExtent;
};
#define BALANCE_LOAD 1
#define QUERY_SANITY_CHECK 0
struct FVisForPrimParams
{
FVisForPrimParams(){}
FVisForPrimParams(const FScene* InScene,
FViewInfo* InView,
FViewElementPDI* InOcclusionPDI,
const int32 InStartIndex,
const int32 InNumToProcess,
const bool bInSubmitQueries,
const bool bInHZBOcclusion,
TArray<FPrimitiveOcclusionHistory>* OutOcclusionHistory,
TArray<FPrimitiveOcclusionHistory*>* OutQueriesToRelease,
TArray<FHZBBound>* OutHZBBounds,
TArray<FOcclusionBounds>* OutQueriesToRun,
TArray<bool>* OutSubIsOccluded)
: Scene(InScene)
, View(InView)
, OcclusionPDI(InOcclusionPDI)
, StartIndex(InStartIndex)
, NumToProcess(InNumToProcess)
, bSubmitQueries(bInSubmitQueries)
, bHZBOcclusion(bInHZBOcclusion)
, InsertPrimitiveOcclusionHistory(OutOcclusionHistory)
, QueriesToRelease(OutQueriesToRelease)
, HZBBoundsToAdd(OutHZBBounds)
, QueriesToAdd(OutQueriesToRun)
, SubIsOccluded(OutSubIsOccluded)
{
}
void Init( const FScene* InScene,
FViewInfo* InView,
FViewElementPDI* InOcclusionPDI,
const int32 InStartIndex,
const int32 InNumToProcess,
const bool bInSubmitQueries,
const bool bInHZBOcclusion,
TArray<FPrimitiveOcclusionHistory>* OutOcclusionHistory,
TArray<FPrimitiveOcclusionHistory*>* OutQueriesToRelease,
TArray<FHZBBound>* OutHZBBounds,
TArray<FOcclusionBounds>* OutQueriesToRun,
TArray<bool>* OutSubIsOccluded)
{
Scene = InScene;
View = InView;
OcclusionPDI = InOcclusionPDI;
StartIndex = InStartIndex;
NumToProcess = InNumToProcess;
bSubmitQueries = bInSubmitQueries;
bHZBOcclusion = bInHZBOcclusion;
InsertPrimitiveOcclusionHistory = OutOcclusionHistory;
QueriesToRelease = OutQueriesToRelease;
HZBBoundsToAdd = OutHZBBounds;
QueriesToAdd = OutQueriesToRun;
SubIsOccluded = OutSubIsOccluded;
}
const FScene* Scene;
FViewInfo* View;
FViewElementPDI* OcclusionPDI;
int32 StartIndex;
int32 NumToProcess;
bool bSubmitQueries;
bool bHZBOcclusion;
//occlusion history to insert into. In parallel these will be all merged back into the view's history on the main thread.
//use TChunkedArray so pointers to the new FPrimitiveOcclusionHistory's won't change if the array grows.
TArray<FPrimitiveOcclusionHistory>* InsertPrimitiveOcclusionHistory;
TArray<FPrimitiveOcclusionHistory*>* QueriesToRelease;
TArray<FHZBBound>* HZBBoundsToAdd;
TArray<FOcclusionBounds>* QueriesToAdd;
int32 NumOccludedPrims;
TArray<bool>* SubIsOccluded;
};
//This function is shared between the single and multi-threaded versions. Modifications to any primitives indexed by BitIt should be ok
//since only one of the task threads will ever reference it. However, any modifications to shared state like the ViewState must be buffered
//to be recombined later.
template<bool bSingleThreaded>
static void FetchVisibilityForPrimitives_Range(FVisForPrimParams& Params)
{
int32 NumOccludedPrimitives = 0;
const FScene* Scene = Params.Scene;
FViewInfo& View = *Params.View;
FViewElementPDI* OcclusionPDI = Params.OcclusionPDI;
const int32 StartIndex = Params.StartIndex;
const int32 NumToProcess = Params.NumToProcess;
const bool bSubmitQueries = Params.bSubmitQueries;
const bool bHZBOcclusion = Params.bHZBOcclusion;
FSceneViewState* ViewState = (FSceneViewState*)View.State;
const int32 NumBufferedFrames = FOcclusionQueryHelpers::GetNumBufferedFrames();
const bool bClearQueries = !View.Family->EngineShowFlags.HitProxies;
const float CurrentRealTime = View.Family->CurrentRealTime;
uint32 OcclusionFrameCounter = ViewState->OcclusionFrameCounter;
FRenderQueryPool& OcclusionQueryPool = ViewState->OcclusionQueryPool;
FHZBOcclusionTester& HZBOcclusionTests = ViewState->HZBOcclusionTests;
TSet<FPrimitiveOcclusionHistory, FPrimitiveOcclusionHistoryKeyFuncs>& ViewPrimitiveOcclusionHistory = ViewState->PrimitiveOcclusionHistorySet;
TArray<FPrimitiveOcclusionHistory>* InsertPrimitiveOcclusionHistory = Params.InsertPrimitiveOcclusionHistory;
TArray<FPrimitiveOcclusionHistory*>* QueriesToRelease = Params.QueriesToRelease;
TArray<FHZBBound>* HZBBoundsToAdd = Params.HZBBoundsToAdd;
TArray<FOcclusionBounds>* QueriesToAdd = Params.QueriesToAdd;
const int32 ReserveAmount = NumToProcess;
if (!bSingleThreaded)
{
check(InsertPrimitiveOcclusionHistory);
check(QueriesToRelease);
check(HZBBoundsToAdd);
check(QueriesToAdd);
//avoid doing reallocs as much as possible. Unlikely to make an entry per processed element.
InsertPrimitiveOcclusionHistory->Reserve(ReserveAmount);
QueriesToRelease->Reserve(ReserveAmount);
HZBBoundsToAdd->Reserve(ReserveAmount);
QueriesToAdd->Reserve(ReserveAmount);
}
int32 NumProcessed = 0;
int32 NumTotalPrims = View.PrimitiveVisibilityMap.Num();
int32 NumTotalDefUnoccluded = View.PrimitiveDefinitelyUnoccludedMap.Num();
//if we are load balanced then we iterate only the set bits, and the ranges have been pre-selected to evenly distribute set bits among the tasks with no overlaps.
//if not, then the entire array is evenly divided by range.
#if BALANCE_LOAD
for (FSceneSetBitIterator BitIt(View.PrimitiveVisibilityMap, StartIndex); BitIt && (NumProcessed < NumToProcess); ++BitIt, ++NumProcessed)
#else
for (TBitArray<SceneRenderingBitArrayAllocator>::FIterator BitIt(View.PrimitiveVisibilityMap, StartIndex); BitIt && (NumProcessed < NumToProcess); ++BitIt, ++NumProcessed)
#endif
{
uint8 OcclusionFlags = Scene->PrimitiveOcclusionFlags[BitIt.GetIndex()];
bool bCanBeOccluded = (OcclusionFlags & EOcclusionFlags::CanBeOccluded) != 0;
#if !BALANCE_LOAD
if (!View.PrimitiveVisibilityMap.AccessCorrespondingBit(BitIt))
{
continue;
}
#endif
//we can't allow the prim history insertion array to realloc or it will invalidate pointers in the other output arrays.
const bool bCanAllocPrimHistory = bSingleThreaded || InsertPrimitiveOcclusionHistory->Num() < InsertPrimitiveOcclusionHistory->Max();
if (GIsEditor)
{
FPrimitiveSceneInfo* PrimitiveSceneInfo = Scene->Primitives[BitIt.GetIndex()];
if (PrimitiveSceneInfo->Proxy->IsSelected())
{
// to render occluded outline for selected objects
bCanBeOccluded = false;
}
}
int32 NumSubQueries = 1;
bool bSubQueries = false;
const TArray<FBoxSphereBounds>* SubBounds = nullptr;
check(Params.SubIsOccluded);
TArray<bool>& SubIsOccluded = *Params.SubIsOccluded;
int32 SubIsOccludedStart = SubIsOccluded.Num();
if ((OcclusionFlags & EOcclusionFlags::HasSubprimitiveQueries) && GAllowSubPrimitiveQueries)
{
FPrimitiveSceneProxy* Proxy = Scene->Primitives[BitIt.GetIndex()]->Proxy;
SubBounds = Proxy->GetOcclusionQueries(&View);
NumSubQueries = SubBounds->Num();
bSubQueries = true;
if (!NumSubQueries)
{
View.PrimitiveVisibilityMap.AccessCorrespondingBit(BitIt) = false;
continue;
}
SubIsOccluded.Reserve(NumSubQueries);
}
bool bAllSubOcclusionStateIsDefinite = true;
bool bAllSubOccluded = true;
FPrimitiveComponentId PrimitiveId = Scene->PrimitiveComponentIds[BitIt.GetIndex()];
for (int32 SubQuery = 0; SubQuery < NumSubQueries; SubQuery++)
{
FPrimitiveOcclusionHistory* PrimitiveOcclusionHistory = ViewPrimitiveOcclusionHistory.Find(FPrimitiveOcclusionHistoryKey(PrimitiveId, SubQuery));
bool bIsOccluded = false;
bool bOcclusionStateIsDefinite = false;
if (!PrimitiveOcclusionHistory)
{
// If the primitive doesn't have an occlusion history yet, create it.
if (bSingleThreaded)
{
// In singlethreaded mode we can safely modify the view's history directly.
PrimitiveOcclusionHistory = &ViewPrimitiveOcclusionHistory[
ViewPrimitiveOcclusionHistory.Add(FPrimitiveOcclusionHistory(PrimitiveId, SubQuery))
];
}
else if (bCanAllocPrimHistory)
{
// In multithreaded mode we have to buffer the new histories and add them to the view during a post-combine
PrimitiveOcclusionHistory = &(*InsertPrimitiveOcclusionHistory)[
InsertPrimitiveOcclusionHistory->Add(FPrimitiveOcclusionHistory(PrimitiveId, SubQuery))
];
}
// If the primitive hasn't been visible recently enough to have a history, treat it as unoccluded this frame so it will be rendered as an occluder and its true occlusion state can be determined.
// already set bIsOccluded = false;
// Flag the primitive's occlusion state as indefinite, which will force it to be queried this frame.
// The exception is if the primitive isn't occludable, in which case we know that it's definitely unoccluded.
bOcclusionStateIsDefinite = bCanBeOccluded ? false : true;
}
else
{
if (View.bIgnoreExistingQueries)
{
// If the view is ignoring occlusion queries, the primitive is definitely unoccluded.
// already set bIsOccluded = false;
bOcclusionStateIsDefinite = View.bDisableQuerySubmissions;
}
else if (bCanBeOccluded)
{
if (bHZBOcclusion)
{
if (HZBOcclusionTests.IsValidFrame(PrimitiveOcclusionHistory->HZBTestFrameNumber))
{
bIsOccluded = !HZBOcclusionTests.IsVisible(PrimitiveOcclusionHistory->HZBTestIndex);
bOcclusionStateIsDefinite = true;
}
}
else
{
// Read the occlusion query results.
uint64 NumSamples = 0;
FRenderQueryRHIRef& PastQuery = PrimitiveOcclusionHistory->GetPastQuery(OcclusionFrameCounter, NumBufferedFrames);
if (IsValidRef(PastQuery))
{
//int32 RefCount = PastQuery.GetReference()->GetRefCount();
// NOTE: RHIGetOcclusionQueryResult should never fail when using a blocking call, rendering artifacts may show up.
//if (RHICmdList.GetRenderQueryResult(PastQuery, NumSamples, true))
if (GDynamicRHI->RHIGetRenderQueryResult(PastQuery.GetReference(), NumSamples, true))
{
// we render occlusion without MSAA
uint32 NumPixels = (uint32)NumSamples;
// The primitive is occluded if none of its bounding box's pixels were visible in the previous frame's occlusion query.
bIsOccluded = (NumPixels == 0);
if (!bIsOccluded)
{
checkSlow(View.OneOverNumPossiblePixels > 0.0f);
PrimitiveOcclusionHistory->LastPixelsPercentage = NumPixels * View.OneOverNumPossiblePixels;
}
else
{
PrimitiveOcclusionHistory->LastPixelsPercentage = 0.0f;
}
// Flag the primitive's occlusion state as definite if it wasn't grouped.
bOcclusionStateIsDefinite = !PrimitiveOcclusionHistory->bGroupedQuery;
}
else
{
// If the occlusion query failed, treat the primitive as visible.
// already set bIsOccluded = false;
}
//checkf(RefCount == PastQuery.GetReference()->GetRefCount(), TEXT("Ref count on prim: %i, old: %i, new: %i"), PrimitiveOcclusionHistory->PrimitiveId.PrimIDValue, RefCount, PastQuery.GetReference()->GetRefCount());
}
else
{
// If there's no occlusion query for the primitive, set it's visibility state to whether it has been unoccluded recently.
bIsOccluded = (PrimitiveOcclusionHistory->LastVisibleTime + GEngine->PrimitiveProbablyVisibleTime < CurrentRealTime);
if (bIsOccluded)
{
PrimitiveOcclusionHistory->LastPixelsPercentage = 0.0f;
}
else
{
PrimitiveOcclusionHistory->LastPixelsPercentage = GEngine->MaxOcclusionPixelsFraction;
}
// the state was definite last frame, otherwise we would have ran a query
bOcclusionStateIsDefinite = true;
}
}
if (GVisualizeOccludedPrimitives && OcclusionPDI && bIsOccluded)
{
const FBoxSphereBounds& Bounds = bSubQueries ? (*SubBounds)[SubQuery] : Scene->PrimitiveOcclusionBounds[BitIt.GetIndex()];
DrawWireBox(OcclusionPDI, Bounds.GetBox(), FColor(50, 255, 50), SDPG_Foreground);
}
}
else
{
// Primitives that aren't occludable are considered definitely unoccluded.
// already set bIsOccluded = false;
bOcclusionStateIsDefinite = true;
}
if (bClearQueries)
{
if (bSingleThreaded)
{
OcclusionQueryPool.ReleaseQuery(PrimitiveOcclusionHistory->GetPastQuery(OcclusionFrameCounter, NumBufferedFrames));
}
else
{
FRenderQueryRHIRef &Query = PrimitiveOcclusionHistory->GetPastQuery(OcclusionFrameCounter, NumBufferedFrames);
if (IsValidRef(Query))
{
check(Query.GetRefCount() > 0);
QueriesToRelease->Add(PrimitiveOcclusionHistory);
}
}
}
}
if (PrimitiveOcclusionHistory)
{
// Set the primitive's considered time to keep its occlusion history from being trimmed.
PrimitiveOcclusionHistory->LastConsideredTime = CurrentRealTime;
if (bSubmitQueries && bCanBeOccluded)
{
bool bAllowBoundsTest;
const FBoxSphereBounds& OcclusionBounds = bSubQueries ? (*SubBounds)[SubQuery] : Scene->PrimitiveOcclusionBounds[BitIt.GetIndex()];
if (View.bHasNearClippingPlane)
{
bAllowBoundsTest = View.NearClippingPlane.PlaneDot(OcclusionBounds.Origin) <
-(FVector::BoxPushOut(View.NearClippingPlane, OcclusionBounds.BoxExtent));
}
else if (!View.IsPerspectiveProjection())
{
// Transform parallel near plane
static_assert((int32)ERHIZBuffer::IsInverted != 0, "Check equation for culling!");
bAllowBoundsTest = View.WorldToScreen(OcclusionBounds.Origin).Z - View.ViewMatrices.ProjMatrix.M[2][2] * OcclusionBounds.SphereRadius < 1;
}
else
{
bAllowBoundsTest = OcclusionBounds.SphereRadius < HALF_WORLD_MAX;
}
if (bAllowBoundsTest)
{
if (bHZBOcclusion)
{
// Always run
if (bSingleThreaded)
{
PrimitiveOcclusionHistory->HZBTestIndex = HZBOcclusionTests.AddBounds(OcclusionBounds.Origin, OcclusionBounds.BoxExtent);
}
else
{
HZBBoundsToAdd->Emplace(PrimitiveOcclusionHistory, OcclusionBounds.Origin, OcclusionBounds.BoxExtent);
}
PrimitiveOcclusionHistory->HZBTestFrameNumber = OcclusionFrameCounter;
}
else
{
// decide if a query should be run this frame
bool bRunQuery, bGroupedQuery;
if (!bSubQueries && // sub queries are never grouped, we assume the custom code knows what it is doing and will group internally if it wants
(OcclusionFlags & EOcclusionFlags::AllowApproximateOcclusion))
{
if (bIsOccluded)
{
// Primitives that were occluded the previous frame use grouped queries.
bGroupedQuery = true;
bRunQuery = true;
}
else if (bOcclusionStateIsDefinite)
{
// If the primitive's is definitely unoccluded, only requery it occasionally.
float FractionMultiplier = FMath::Max(PrimitiveOcclusionHistory->LastPixelsPercentage / GEngine->MaxOcclusionPixelsFraction, 1.0f);
bRunQuery = (FractionMultiplier * GOcclusionRandomStream.GetFraction()) < GEngine->MaxOcclusionPixelsFraction;
bGroupedQuery = false;
}
else
{
bGroupedQuery = false;
bRunQuery = true;
}
}
else
{
// Primitives that need precise occlusion results use individual queries.
bGroupedQuery = false;
bRunQuery = true;
}
if (bRunQuery)
{
const FVector BoundOrigin = OcclusionBounds.Origin + View.ViewMatrices.PreViewTranslation;
const FVector BoundExtent = OcclusionBounds.BoxExtent;
if (bSingleThreaded)
{
PrimitiveOcclusionHistory->SetCurrentQuery(OcclusionFrameCounter,
bGroupedQuery ?
View.GroupedOcclusionQueries.BatchPrimitive(BoundOrigin, BoundExtent) :
View.IndividualOcclusionQueries.BatchPrimitive(BoundOrigin, BoundExtent),
NumBufferedFrames
);
}
else
{
QueriesToAdd->Emplace(PrimitiveOcclusionHistory, BoundOrigin, BoundExtent, bGroupedQuery);
}
}
PrimitiveOcclusionHistory->bGroupedQuery = bGroupedQuery;
}
}
else
{
// If the primitive's bounding box intersects the near clipping plane, treat it as definitely unoccluded.
bIsOccluded = false;
bOcclusionStateIsDefinite = true;
}
}
}
if (bSubQueries)
{
SubIsOccluded.Add(bIsOccluded);
if (!bIsOccluded)
{
bAllSubOccluded = false;
if (bOcclusionStateIsDefinite)
{
if (PrimitiveOcclusionHistory)
{
PrimitiveOcclusionHistory->LastVisibleTime = CurrentRealTime;
}
}
}
if (bIsOccluded || !bOcclusionStateIsDefinite)
{
bAllSubOcclusionStateIsDefinite = false;
}
}
else
{
if (bIsOccluded)
{
View.PrimitiveVisibilityMap.AccessCorrespondingBit(BitIt) = false;
STAT(NumOccludedPrimitives++);
}
else if (bOcclusionStateIsDefinite)
{
if (PrimitiveOcclusionHistory)
{
PrimitiveOcclusionHistory->LastVisibleTime = CurrentRealTime;
}
View.PrimitiveDefinitelyUnoccludedMap.AccessCorrespondingBit(BitIt) = true;
}
}
}
if (bSubQueries)
{
FPrimitiveSceneProxy* Proxy = Scene->Primitives[BitIt.GetIndex()]->Proxy;
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2858478) ========================== MAJOR FEATURES + CHANGES ========================== Change 2853169 on 2016/02/02 by Stephen.Ellis #jira UE-26348 Updated GitHub readme page to include notice that Releases branch currently contains 4.11 Preview code. Change 2853250 on 2016/02/02 by Aaron.McLeran #jira UE-26305 No audio when melee minions attack in Orion Change 2853341 on 2016/02/02 by Chris.Babcock Fix compile issue with GearVR for x86 #jira UE-26382 #ue4 #android Change 2853785 on 2016/02/03 by Robert.Manuszewski Fixing UnrealFrontend failing to launch due to missing plugin if there's a program (UHT) plugin that's enabled by default. #jira UE-25593 Change 2854011 on 2016/02/03 by Benn.Gallagher Fix for crash reimporting skeletal meshes when they are currently open in Persona #rb Thomas.Sarkanen #jira UE-26336 Change 2854039 on 2016/02/03 by Lauren.Ridge Changing font in Unreal Match 3 from Pirata One to Averia Serif #jira UE-26398 Change 2854085 on 2016/02/03 by Taizyd.Korambayil #jira UE-10975 Adjusted Rocks to Cover Seams Change 2854182 on 2016/02/03 by Ben.Marsh Always add the 32-bit toolchain to the PATH environment variable. If we're VS2013 Express to cross-compile for a 64-bit target using a 32-bit toolchain, it needs the PATH environment variable updating to include the standard 32-bit toolchain so it can find MSPDB120.dll. Originally CL 2820925. #jira UE-25089 Change 2854402 on 2016/02/03 by Taizyd.Korambayil #jira UE-5479 Corrected Spelling Change 2854439 on 2016/02/03 by Taizyd.Korambayil #jira UE-13971 Added Validation Checks to Orary BP and Removed unused Actor references from LevelBP Change 2854469 on 2016/02/03 by Taizyd.Korambayil #jira UE-26023 Adjsuted Background Lighting settings to match 4.10 Change 2854549 on 2016/02/03 by Taizyd.Korambayil #jira UE-7043 Adjusted God Ray so that hard cutoff is not visible Change 2854554 on 2016/02/03 by Ian.Shadden #UE4 #match3 fixing potential divide by 0 #jira UEDOC-2869 Change 2854594 on 2016/02/03 by Rolando.Caloca UE4.11 - Integration from 2853796 #jira UE-24967 PC: Update D3D12 RHI - Fix more memory leaks upon device exit - Fix edge case where ResourceLocations were getting allocated in a pooled and un-pooled maner - Set ID3D12Object names with a utility function so we can easily disable naming if necessary - Update RHICreateRasterizerState to behave similarly to RHICreateDepthStencilState/RHICreateBlendState and avoid a copy of D3D12_RASTERIZER_DESC Change 2854599 on 2016/02/03 by Rolando.Caloca UE4.11 - Compile fix #jira UE-24967 Change 2854630 on 2016/02/03 by Taizyd.Korambayil #jira UE-26314 Adjusted Location of Backdrop Asset so that it doesnt appear to be floating Change 2854694 on 2016/02/03 by Taizyd.Korambayil #jira UE-26334 Corrected Spelling Error Change 2854710 on 2016/02/03 by Michael.Trepka Improved Mac trackpad and Magic Mouse support in UMG and Texture editor viewports #jira UE-1450 Change 2855018 on 2016/02/03 by mason.seay Test assets for 3D Stereo Spread #jira UE-24473 Change 2855154 on 2016/02/03 by Dan.Oconnor Fix for crash when a blueprint enum colides with a a details customization name #jira UE-23921 Change 2855350 on 2016/02/04 by Dmitriy.Dyomin Fixed: StrategyGame and Sun Temple levels render as black on the several Mobile devices Added workaround for GL_EXT_shader_framebuffer_fetch on Adreno devices Added support for framebuffer fetch in ES3.0 #jira UE-25747 Change 2855475 on 2016/02/04 by Jurre.deBaare UE-25235 incorrect #endif caused issue with colour for visible collision components #rb Thomas.Sarkanen [CL 2863046 by Matthew Griffin in Main branch]
2016-02-11 09:44:56 -05:00
Proxy->AcceptOcclusionResults(&View, &SubIsOccluded, SubIsOccludedStart, SubIsOccluded.Num() - SubIsOccludedStart);
if (bAllSubOccluded)
{
View.PrimitiveVisibilityMap.AccessCorrespondingBit(BitIt) = false;
STAT(NumOccludedPrimitives++);
}
else if (bAllSubOcclusionStateIsDefinite)
{
View.PrimitiveDefinitelyUnoccludedMap.AccessCorrespondingBit(BitIt) = true;
}
}
}
check(NumTotalDefUnoccluded == View.PrimitiveDefinitelyUnoccludedMap.Num());
check(NumTotalPrims == View.PrimitiveVisibilityMap.Num());
check(!InsertPrimitiveOcclusionHistory || InsertPrimitiveOcclusionHistory->Num() <= ReserveAmount);
Params.NumOccludedPrims = NumOccludedPrimitives;
}
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821445 on 2016/01/08 by Olaf.Piesche More vertex factory improvements, storing off particle vertex factories on the scene proxy instead of the dynamic data to avoid recreating all the time; saves up to 2ms render thread time according to QA's testing. #rb martin.mittring Change 2821520 on 2016/01/08 by Olaf.Piesche Coloring subuv modules green for easier visual ID #rb martin.mittring Change 2823479 on 2016/01/11 by Chris.Bunner Updated Lightmass HLOD logic to avoid HLODs shadowing non-related meshes. Duplicated CL#2823104 from Dev-General. Change 2823570 on 2016/01/11 by Zabir.Hoque Introduce multiplier that controls decal fade speed. #CodeReview: Martin.Mittring #1777 Change 2823615 on 2016/01/11 by Uriel.Doyon Fixed stencil ref multithreading issue. Fixed state caching when depth range is enabled. #jira UE-24564 #review marcus.wassmer Change 2823652 on 2016/01/11 by Zabir.Hoque Rename FadeSpeedScale -> FadeDurationScale to be logically more consistent. #CodeReview: Martin.Mittring Change 2824065 on 2016/01/11 by Brian.Karis Fixed last viewrect motion blur bug. Enabled new motion blur algorithm for default. Change 2825432 on 2016/01/12 by Zabir.Hoque Store off view matrices at at time of freezing and base lod selection useing relevant matrices, thus allows lods to be frozen. #OR-10918 #CodeReview: Marcus.Wassmer, Rolando.Caloca, Martin.Mittring Change 2825971 on 2016/01/12 by Brian.Karis New motion blur enabled. Change 2825974 on 2016/01/12 by Brian.Karis Fixed refraction check value. 1 does nothing not 0. Change 2825975 on 2016/01/12 by Brian.Karis Cloth gets skylight for movable sky. Change 2827519 on 2016/01/13 by Zabir.Hoque ALLOW_UAV_CONDITION did not have a safe fallback when not SM5.0 && COMPILER_SUPPORTS_ATTRIBUTES. #CodeReview Martin.Mittring, Rolando.Caloca Change 2830172 on 2016/01/15 by Rolando.Caloca DR - Minor cleanup - Renamed Vertex Factories' struct Data to struct FData - Removed Data type on FVertexFactory Change 2830242 on 2016/01/15 by Rolando.Caloca DR - Prep cleanup for gpu morph targets - Split common code for GPU skin cache into a base class - Moved some local static arrays from UpdateMorphVertexBuffer() to static members #codereview Lina.Halper Change 2830455 on 2016/01/15 by Rolando.Caloca DR - Compile fix from bad merge #jira UE-25557 Change 2832023 on 2016/01/18 by Rolando.Caloca DR - Removed TangentZDelta_DEPRECATED from FVertexAnimDelta #rb Marcus.Wassmer #codereview Lina.Halper Change 2832067 on 2016/01/18 by Gil.Gribb UE4 - Changed PC to default to parallel rendering when not in editor. Fixed lack of a stall on texture locks and unlocks coming from texture streamer. Fixed a few cases where stuff was being added to rhicommandlists even when we were bypassed. Change 2834379 on 2016/01/19 by Gil.Gribb UE4 - fix perf regression related to cvar Change 2834864 on 2016/01/19 by Olaf.Piesche Fixing potential crash with auto-kill trail emitters, fixing use of the wrong flag to auto-deactivate #codereview gil.gribb Change 2835777 on 2016/01/20 by David.Hill EyeAdaptation - using a screen center focus in the weights #rb Martin Mitring related to: UE-15509. This is adding the ability to focus the basic eye-adaptation region in the center of the screen, and cvar functionality for paragon testing on ps4 Change 2835778 on 2016/01/20 by David.Hill EyeAdapation - DefaultFeature for method #rb Martin.Mitring Adding a default feature cvar for eye adaptation method Change 2837410 on 2016/01/20 by David.Hill OR-13213 SetupPerObjectProjection() #test:PC #rb:Martin.Mitring #codereview:Daniel.Wright [CL 2845257 by Gil Gribb in Main branch]
2016-01-27 07:18:43 -05:00
FAutoConsoleTaskPriority CPrio_FetchVisibilityForPrimitivesTask(
TEXT("TaskGraph.TaskPriorities.FetchVisibilityForPrimitivesTask"),
TEXT("Task and thread priority for FetchVisibilityForPrimitivesTask."),
ENamedThreads::HighThreadPriority, // if we have high priority task threads, then use them...
ENamedThreads::NormalTaskPriority, // .. at normal task priority
ENamedThreads::HighTaskPriority // if we don't have hi pri threads, then use normal priority threads at high task priority instead
);
class FetchVisibilityForPrimitivesTask
{
FVisForPrimParams& Params;
public:
FetchVisibilityForPrimitivesTask(FVisForPrimParams& InParams)
: Params(InParams)
{
}
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FetchVisibilityForPrimitivesTask, STATGROUP_TaskGraphTasks);
}
ENamedThreads::Type GetDesiredThread()
{
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821445 on 2016/01/08 by Olaf.Piesche More vertex factory improvements, storing off particle vertex factories on the scene proxy instead of the dynamic data to avoid recreating all the time; saves up to 2ms render thread time according to QA's testing. #rb martin.mittring Change 2821520 on 2016/01/08 by Olaf.Piesche Coloring subuv modules green for easier visual ID #rb martin.mittring Change 2823479 on 2016/01/11 by Chris.Bunner Updated Lightmass HLOD logic to avoid HLODs shadowing non-related meshes. Duplicated CL#2823104 from Dev-General. Change 2823570 on 2016/01/11 by Zabir.Hoque Introduce multiplier that controls decal fade speed. #CodeReview: Martin.Mittring #1777 Change 2823615 on 2016/01/11 by Uriel.Doyon Fixed stencil ref multithreading issue. Fixed state caching when depth range is enabled. #jira UE-24564 #review marcus.wassmer Change 2823652 on 2016/01/11 by Zabir.Hoque Rename FadeSpeedScale -> FadeDurationScale to be logically more consistent. #CodeReview: Martin.Mittring Change 2824065 on 2016/01/11 by Brian.Karis Fixed last viewrect motion blur bug. Enabled new motion blur algorithm for default. Change 2825432 on 2016/01/12 by Zabir.Hoque Store off view matrices at at time of freezing and base lod selection useing relevant matrices, thus allows lods to be frozen. #OR-10918 #CodeReview: Marcus.Wassmer, Rolando.Caloca, Martin.Mittring Change 2825971 on 2016/01/12 by Brian.Karis New motion blur enabled. Change 2825974 on 2016/01/12 by Brian.Karis Fixed refraction check value. 1 does nothing not 0. Change 2825975 on 2016/01/12 by Brian.Karis Cloth gets skylight for movable sky. Change 2827519 on 2016/01/13 by Zabir.Hoque ALLOW_UAV_CONDITION did not have a safe fallback when not SM5.0 && COMPILER_SUPPORTS_ATTRIBUTES. #CodeReview Martin.Mittring, Rolando.Caloca Change 2830172 on 2016/01/15 by Rolando.Caloca DR - Minor cleanup - Renamed Vertex Factories' struct Data to struct FData - Removed Data type on FVertexFactory Change 2830242 on 2016/01/15 by Rolando.Caloca DR - Prep cleanup for gpu morph targets - Split common code for GPU skin cache into a base class - Moved some local static arrays from UpdateMorphVertexBuffer() to static members #codereview Lina.Halper Change 2830455 on 2016/01/15 by Rolando.Caloca DR - Compile fix from bad merge #jira UE-25557 Change 2832023 on 2016/01/18 by Rolando.Caloca DR - Removed TangentZDelta_DEPRECATED from FVertexAnimDelta #rb Marcus.Wassmer #codereview Lina.Halper Change 2832067 on 2016/01/18 by Gil.Gribb UE4 - Changed PC to default to parallel rendering when not in editor. Fixed lack of a stall on texture locks and unlocks coming from texture streamer. Fixed a few cases where stuff was being added to rhicommandlists even when we were bypassed. Change 2834379 on 2016/01/19 by Gil.Gribb UE4 - fix perf regression related to cvar Change 2834864 on 2016/01/19 by Olaf.Piesche Fixing potential crash with auto-kill trail emitters, fixing use of the wrong flag to auto-deactivate #codereview gil.gribb Change 2835777 on 2016/01/20 by David.Hill EyeAdaptation - using a screen center focus in the weights #rb Martin Mitring related to: UE-15509. This is adding the ability to focus the basic eye-adaptation region in the center of the screen, and cvar functionality for paragon testing on ps4 Change 2835778 on 2016/01/20 by David.Hill EyeAdapation - DefaultFeature for method #rb Martin.Mitring Adding a default feature cvar for eye adaptation method Change 2837410 on 2016/01/20 by David.Hill OR-13213 SetupPerObjectProjection() #test:PC #rb:Martin.Mitring #codereview:Daniel.Wright [CL 2845257 by Gil Gribb in Main branch]
2016-01-27 07:18:43 -05:00
return CPrio_FetchVisibilityForPrimitivesTask.Get();
}
static ESubsequentsMode::Type GetSubsequentsMode() { return ESubsequentsMode::TrackSubsequents; }
void DoTask(ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent)
{
FetchVisibilityForPrimitives_Range<false>(Params);
}
};
static int32 FetchVisibilityForPrimitives(const FScene* Scene, FViewInfo& View, const bool bSubmitQueries, const bool bHZBOcclusion)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FetchVisibilityForPrimitives);
FSceneViewState* ViewState = (FSceneViewState*)View.State;
const int32 NumBufferedSubIsOccludedArrays = 2;
static int32 SubIsOccludedArrayIndex = 0;
SubIsOccludedArrayIndex = 1 - SubIsOccludedArrayIndex;
if (GOcclusionCullParallelPrimFetch && GSupportsParallelOcclusionQueries)
{
static const int32 MaxNumCullTasks = 4;
static const int32 ActualNumCullTasks = 4;
static const int32 NumOutputArrays = MaxNumCullTasks;
FGraphEventRef TaskRefArray[NumOutputArrays];
//params for each task
FVisForPrimParams Params[NumOutputArrays];
//output arrays for each task
TArray<FPrimitiveOcclusionHistory> OutputOcclusionHistory[NumOutputArrays];
TArray<FPrimitiveOcclusionHistory*> OutQueriesToRelease[NumOutputArrays];
TArray<FHZBBound> OutHZBBounds[NumOutputArrays];
TArray<FOcclusionBounds> OutQueriesToRun[NumOutputArrays];
static TArray<bool> FrameSubIsOccluded[NumOutputArrays][NumBufferedSubIsOccludedArrays];
//optionally balance the tasks by how the visible primitives are distributed in the array rather than just breaking up the array by range.
//should make the tasks more equal length.
#if BALANCE_LOAD
int32 StartIndices[NumOutputArrays] = { 0 };
int32 ProcessRange[NumOutputArrays] = { 0 };
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FetchVisibilityForPrimitivesPreProcess);
int32 NumBitsSet = 0;
for (FSceneSetBitIterator BitIt(View.PrimitiveVisibilityMap); BitIt; ++BitIt, ++NumBitsSet)
{
}
int32 BitsPerTask = NumBitsSet / ActualNumCullTasks;
int32 NumBitsForRange = 0;
int32 CurrentStartIndex = 0;
int32 RangeToSet = 0;
//accumulate set bits for each task until we reach the target, then set the start/end and move on.
for (FSceneSetBitIterator BitIt(View.PrimitiveVisibilityMap); BitIt && RangeToSet < (ActualNumCullTasks - 1); ++BitIt)
{
++NumBitsForRange;
if (NumBitsForRange == BitsPerTask)
{
StartIndices[RangeToSet] = CurrentStartIndex;
ProcessRange[RangeToSet] = NumBitsForRange;
++RangeToSet;
NumBitsForRange = 0;
CurrentStartIndex = BitIt.GetIndex() + 1;
}
}
//final range is the rest of the set bits, no matter how many there are.
StartIndices[ActualNumCullTasks - 1] = CurrentStartIndex;
ProcessRange[ActualNumCullTasks - 1] = NumBitsSet - (BitsPerTask * 3);
}
#endif
const int32 NumPrims = View.PrimitiveVisibilityMap.Num();
const int32 NumPerTask = NumPrims / ActualNumCullTasks;
int32 StartIndex = 0;
int32 NumToProcess = NumPerTask;
FGraphEventArray TaskWaitArray;
int32 NumTasks = 0;
for (int32 i = 0; i < ActualNumCullTasks && (StartIndex < NumPrims); ++i, ++NumTasks)
{
NumToProcess = (i == (ActualNumCullTasks - 1)) ? (NumPrims - StartIndex) : NumPerTask;
TArray<bool>& SubIsOccluded = FrameSubIsOccluded[i][SubIsOccludedArrayIndex];
SubIsOccluded.Reset();
Params[i].Init(
Scene,
&View,
nullptr,
#if BALANCE_LOAD
StartIndices[i],
ProcessRange[i],
#else
StartIndex,
NumToProcess,
#endif
bSubmitQueries,
bHZBOcclusion,
&OutputOcclusionHistory[i],
&OutQueriesToRelease[i],
&OutHZBBounds[i],
&OutQueriesToRun[i],
&SubIsOccluded
);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821445 on 2016/01/08 by Olaf.Piesche More vertex factory improvements, storing off particle vertex factories on the scene proxy instead of the dynamic data to avoid recreating all the time; saves up to 2ms render thread time according to QA's testing. #rb martin.mittring Change 2821520 on 2016/01/08 by Olaf.Piesche Coloring subuv modules green for easier visual ID #rb martin.mittring Change 2823479 on 2016/01/11 by Chris.Bunner Updated Lightmass HLOD logic to avoid HLODs shadowing non-related meshes. Duplicated CL#2823104 from Dev-General. Change 2823570 on 2016/01/11 by Zabir.Hoque Introduce multiplier that controls decal fade speed. #CodeReview: Martin.Mittring #1777 Change 2823615 on 2016/01/11 by Uriel.Doyon Fixed stencil ref multithreading issue. Fixed state caching when depth range is enabled. #jira UE-24564 #review marcus.wassmer Change 2823652 on 2016/01/11 by Zabir.Hoque Rename FadeSpeedScale -> FadeDurationScale to be logically more consistent. #CodeReview: Martin.Mittring Change 2824065 on 2016/01/11 by Brian.Karis Fixed last viewrect motion blur bug. Enabled new motion blur algorithm for default. Change 2825432 on 2016/01/12 by Zabir.Hoque Store off view matrices at at time of freezing and base lod selection useing relevant matrices, thus allows lods to be frozen. #OR-10918 #CodeReview: Marcus.Wassmer, Rolando.Caloca, Martin.Mittring Change 2825971 on 2016/01/12 by Brian.Karis New motion blur enabled. Change 2825974 on 2016/01/12 by Brian.Karis Fixed refraction check value. 1 does nothing not 0. Change 2825975 on 2016/01/12 by Brian.Karis Cloth gets skylight for movable sky. Change 2827519 on 2016/01/13 by Zabir.Hoque ALLOW_UAV_CONDITION did not have a safe fallback when not SM5.0 && COMPILER_SUPPORTS_ATTRIBUTES. #CodeReview Martin.Mittring, Rolando.Caloca Change 2830172 on 2016/01/15 by Rolando.Caloca DR - Minor cleanup - Renamed Vertex Factories' struct Data to struct FData - Removed Data type on FVertexFactory Change 2830242 on 2016/01/15 by Rolando.Caloca DR - Prep cleanup for gpu morph targets - Split common code for GPU skin cache into a base class - Moved some local static arrays from UpdateMorphVertexBuffer() to static members #codereview Lina.Halper Change 2830455 on 2016/01/15 by Rolando.Caloca DR - Compile fix from bad merge #jira UE-25557 Change 2832023 on 2016/01/18 by Rolando.Caloca DR - Removed TangentZDelta_DEPRECATED from FVertexAnimDelta #rb Marcus.Wassmer #codereview Lina.Halper Change 2832067 on 2016/01/18 by Gil.Gribb UE4 - Changed PC to default to parallel rendering when not in editor. Fixed lack of a stall on texture locks and unlocks coming from texture streamer. Fixed a few cases where stuff was being added to rhicommandlists even when we were bypassed. Change 2834379 on 2016/01/19 by Gil.Gribb UE4 - fix perf regression related to cvar Change 2834864 on 2016/01/19 by Olaf.Piesche Fixing potential crash with auto-kill trail emitters, fixing use of the wrong flag to auto-deactivate #codereview gil.gribb Change 2835777 on 2016/01/20 by David.Hill EyeAdaptation - using a screen center focus in the weights #rb Martin Mitring related to: UE-15509. This is adding the ability to focus the basic eye-adaptation region in the center of the screen, and cvar functionality for paragon testing on ps4 Change 2835778 on 2016/01/20 by David.Hill EyeAdapation - DefaultFeature for method #rb Martin.Mitring Adding a default feature cvar for eye adaptation method Change 2837410 on 2016/01/20 by David.Hill OR-13213 SetupPerObjectProjection() #test:PC #rb:Martin.Mitring #codereview:Daniel.Wright [CL 2845257 by Gil Gribb in Main branch]
2016-01-27 07:18:43 -05:00
TaskRefArray[i] = TGraphTask<FetchVisibilityForPrimitivesTask>::CreateTask().ConstructAndDispatchWhenReady(Params[i]);
TaskWaitArray.Add(TaskRefArray[i]);
StartIndex += NumToProcess;
}
const int32 NumBufferedFrames = FOcclusionQueryHelpers::GetNumBufferedFrames();
uint32 OcclusionFrameCounter = ViewState->OcclusionFrameCounter;
TSet<FPrimitiveOcclusionHistory, FPrimitiveOcclusionHistoryKeyFuncs>& ViewPrimitiveOcclusionHistory = ViewState->PrimitiveOcclusionHistorySet;
FRenderQueryPool& OcclusionQueryPool = ViewState->OcclusionQueryPool;
FHZBOcclusionTester& HZBOcclusionTests = ViewState->HZBOcclusionTests;
int32 NumOccludedPrims = 0;
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FetchVisibilityForPrimitivesCombine);
//wait for them all so we don't start modifying the prim histories while the gather is running
FTaskGraphInterface::Get().WaitUntilTasksComplete(TaskWaitArray, ENamedThreads::RenderThread_Local);
#if QUERY_SANITY_CHECK
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FetchVisibilityForPrimitivesSanity);
TSet<int32> ReleaseQuerySet;
TSet<int32> RunQuerySet;
TSet<int32> MasterPrimsProcessed;
for (int32 i = 0; i < NumTasks; ++i)
{
bool bAlreadyIn = false;
for (auto ReleaseQueryIter = OutQueriesToRelease[i].CreateIterator(); ReleaseQueryIter; ++ReleaseQueryIter)
{
FPrimitiveOcclusionHistory* History = *ReleaseQueryIter;
ReleaseQuerySet.Add(History->PrimitiveId.PrimIDValue, &bAlreadyIn);
checkf(!bAlreadyIn, TEXT("Prim: %i double released query."), History->PrimitiveId.PrimIDValue);
}
for (auto RunQueriesIter = OutQueriesToRun[i].CreateIterator(); RunQueriesIter; ++RunQueriesIter)
{
FPrimitiveOcclusionHistory* History = RunQueriesIter->PrimitiveOcclusionHistory;
RunQuerySet.Add(History->PrimitiveId.PrimIDValue, &bAlreadyIn);
checkf(!bAlreadyIn, TEXT("Prim: %i double run query."), History->PrimitiveId.PrimIDValue);
}
}
}
#endif
//Add/Release query ops use stored PrimitiveHistory pointers. We must do ALL of these from all tasks before adding any new PrimitiveHistories to the view.
//Adding new histories to the view could cause the array to resize which would invalidate all the stored output pointers for the other operations.
for (int32 i = 0; i < NumTasks; ++i)
{
//HZB output
for (auto HZBBoundIter = OutHZBBounds[i].CreateIterator(); HZBBoundIter; ++HZBBoundIter)
{
HZBBoundIter->TargetHistory->HZBTestIndex = HZBOcclusionTests.AddBounds(HZBBoundIter->BoundsOrigin, HZBBoundIter->BoundsExtent);
}
//Manual query release handling
for (auto ReleaseQueryIter = OutQueriesToRelease[i].CreateIterator(); ReleaseQueryIter; ++ReleaseQueryIter)
{
FPrimitiveOcclusionHistory* History = *ReleaseQueryIter;
OcclusionQueryPool.ReleaseQuery(History->GetPastQuery(OcclusionFrameCounter, NumBufferedFrames));
}
//New query batching
for (auto RunQueriesIter = OutQueriesToRun[i].CreateIterator(); RunQueriesIter; ++RunQueriesIter)
{
RunQueriesIter->PrimitiveOcclusionHistory->SetCurrentQuery(OcclusionFrameCounter,
RunQueriesIter->bGroupedQuery ?
View.GroupedOcclusionQueries.BatchPrimitive(RunQueriesIter->BoundsOrigin, RunQueriesIter->BoundsExtent) :
View.IndividualOcclusionQueries.BatchPrimitive(RunQueriesIter->BoundsOrigin, RunQueriesIter->BoundsExtent),
NumBufferedFrames
);
}
}
//now add new primitivie histories to the view. may resize the view's array.
for (int32 i = 0; i < NumTasks; ++i)
{
const TArray<FPrimitiveOcclusionHistory>& NewHistoryArray = OutputOcclusionHistory[i];
for (int32 HistoryIndex = 0; HistoryIndex < NewHistoryArray.Num(); ++HistoryIndex)
{
const FPrimitiveOcclusionHistory& CopySourceHistory = NewHistoryArray[HistoryIndex];
ViewPrimitiveOcclusionHistory.Add(CopySourceHistory);
}
//accumulate occluded prims across tasks
NumOccludedPrims += Params[i].NumOccludedPrims;
}
}
return NumOccludedPrims;
}
else
{
//SubIsOccluded stuff needs a frame's lifetime
static TArray<bool> FrameSubIsOccluded[NumBufferedSubIsOccludedArrays];
TArray<bool>& SubIsOccluded = FrameSubIsOccluded[SubIsOccludedArrayIndex];
SubIsOccluded.Reset();
FViewElementPDI OcclusionPDI(&View, NULL);
int32 StartIndex = 0;
int32 NumToProcess = View.PrimitiveVisibilityMap.Num();
FVisForPrimParams Params(
Scene,
&View,
&OcclusionPDI,
StartIndex,
NumToProcess,
bSubmitQueries,
bHZBOcclusion,
nullptr,
nullptr,
nullptr,
nullptr,
&FrameSubIsOccluded[SubIsOccludedArrayIndex]
);
FetchVisibilityForPrimitives_Range<true>(Params);
return Params.NumOccludedPrims;
}
}
/**
* Cull occluded primitives in the view.
*/
static int32 OcclusionCull(FRHICommandListImmediate& RHICmdList, const FScene* Scene, FViewInfo& View)
{
SCOPE_CYCLE_COUNTER(STAT_OcclusionCull);
// INITVIEWS_TODO: This could be more efficient if broken up in to separate concerns:
// - What is occluded?
// - For which primitives should we render occlusion queries?
// - Generate occlusion query geometry.
int32 NumOccludedPrimitives = 0;
FSceneViewState* ViewState = (FSceneViewState*)View.State;
// Disable HZB on OpenGL platforms to avoid rendering artefacts
// It can be forced on by setting HZBOcclusion to 2
bool bHZBOcclusion = (!IsOpenGLPlatform(GShaderPlatformForFeatureLevel[Scene->GetFeatureLevel()]) && GHZBOcclusion) || (GHZBOcclusion == 2);
// Use precomputed visibility data if it is available.
if (View.PrecomputedVisibilityData)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_LookupPrecomputedVisibility);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2868708 on 2016/02/16 by Olaf.Piesche Only add primitives to separate translucency draw list if ST is enabled; shouldn't make any visual difference, but save some time. Change 2868751 on 2016/02/16 by Martin.Mittring fixed endless driver iteration in rare case (disabled code path) Change 2868793 on 2016/02/16 by Martin.Mittring added missing code for CreateShaderResourceView Change 2868814 on 2016/02/16 by Martin.Mittring removed unused code, cleanup, renamed parameter to be more clean Change 2869124 on 2016/02/16 by Martin.Mittring code cleanupof SkinCache, using struct avoid redundant passing of many paramters Change 2869162 on 2016/02/16 by Martin.Mittring added vectex/indexbuffer SRV caching for upcoming changes Change 2869339 on 2016/02/16 by Uriel.Doyon Rename r.streaming.UseAabb to r.streaming.UseNewMetrics as it nows controls old build and new build. Texture Streaming Build now rebuilds the streaming data per static meshes. Static Primitives bounds are now computed for each sections and lods. Scale and rotation do not increase bounds as before since they are computed on the geomtery transformed in world space. Fixed an issue with some debug view modes preventing the visualization in the static mesh editor #codereview marcus.wassmer Change 2869431 on 2016/02/16 by Martin.Mittring Fix typo in original UE4 code - CreatePrimitiveUniformBufferImmediateà #2058 GitHub pull request Change 2869632 on 2016/02/16 by Brian.Karis Fixed clear coat with movable skylight. Movable skylight + reflection captures is still broken. Change 2870545 on 2016/02/17 by Olaf.Piesche Fixing separate translucency in reflection captures (no post-processing case); clarifying and simplifying checks a little bit Change 2871326 on 2016/02/17 by Daniel.Wright Better precomputed visibility log Change 2871329 on 2016/02/17 by Daniel.Wright 'r.VisualizeOccludedPrimitives 1' shows statically occluded primitives in dark red Change 2871354 on 2016/02/17 by Daniel.Wright Nearest-Depth Neighbor upsampling for half res separate translucency * Enabled by default when r.SeparateTranslucencyScreenPercentage is 50 * Produces full resolution silhouettes of opaque objects in front of half res translucency * Costs .1ms on PS4 Change 2871363 on 2016/02/17 by Daniel.Wright Particle cutout optimization works on SubUVMovie module as well Change 2872099 on 2016/02/18 by Gil.Gribb UE4 - Improve the performance of SGameLayerManager::GetAspectRatioInset and perhaps fixed a bug. Change 2872433 on 2016/02/18 by David.Hill All world position related nodes were broken in UI material. This was noticed in Noise Node in UI material rendering black - Jira 26931 The bug resulted from to View vs ResolvedView changes. Change 2872844 on 2016/02/18 by Zabir.Hoque Ensure bDestroyOwnerAfterFade is only used when a Fade has actually be set. Change 2873272 on 2016/02/19 by Martin.Mittring fixed SkinCache memory layout for tangents after recent change Change 2873460 on 2016/02/19 by Gil.Gribb UAT - Add option to run commandlets with -AllowStdOutLogVerbosity Change 2873468 on 2016/02/19 by Gil.Gribb remove RHI flush on texture streaming...this is a dup of a change made elsewhere Change 2873971 on 2016/02/19 by David.Hill Decals not rendering in orthographic lit views Change 2874153 on 2016/02/19 by Daniel.Wright Automatically downsampled separate translucency * Off by default, controlled with r.SeparateTranslucencyAutoDownsample * The separate translucency pass is timed with GPU timestamps, and downsampling is automatically enabled if the smoothed time is greater than r.SeparateTranslucencyDurationDownsampleThreshold * Downsampling is then disabled if the GPU time is less than r.SeparateTranslucencyDurationUpsampleThreshold * Downsampling state will not change more often than r.SeparateTranslucencyMinDownsampleChangeTime * Implemented timestamp render queries for PS4 Change 2874286 on 2016/02/19 by Daniel.Wright Buffer one extra frame for translucency timestamps, to make sure they never block Change 2874990 on 2016/02/20 by Rolando.Caloca DR - Remove old files Change 2875910 on 2016/02/22 by Daniel.Wright Enabled r.SeparateTranslucencyAutoDownsample for OrionGame [CL 2879372 by Gil Gribb in Main branch]
2016-02-24 06:51:42 -05:00
FViewElementPDI OcclusionPDI(&View, NULL);
uint8 PrecomputedVisibilityFlags = EOcclusionFlags::CanBeOccluded | EOcclusionFlags::HasPrecomputedVisibility;
for (FSceneSetBitIterator BitIt(View.PrimitiveVisibilityMap); BitIt; ++BitIt)
{
if ((Scene->PrimitiveOcclusionFlags[BitIt.GetIndex()] & PrecomputedVisibilityFlags) == PrecomputedVisibilityFlags)
{
FPrimitiveVisibilityId VisibilityId = Scene->PrimitiveVisibilityIds[BitIt.GetIndex()];
if ((View.PrecomputedVisibilityData[VisibilityId.ByteIndex] & VisibilityId.BitMask) == 0)
{
View.PrimitiveVisibilityMap.AccessCorrespondingBit(BitIt) = false;
INC_DWORD_STAT_BY(STAT_StaticallyOccludedPrimitives,1);
STAT(NumOccludedPrimitives++);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2868708 on 2016/02/16 by Olaf.Piesche Only add primitives to separate translucency draw list if ST is enabled; shouldn't make any visual difference, but save some time. Change 2868751 on 2016/02/16 by Martin.Mittring fixed endless driver iteration in rare case (disabled code path) Change 2868793 on 2016/02/16 by Martin.Mittring added missing code for CreateShaderResourceView Change 2868814 on 2016/02/16 by Martin.Mittring removed unused code, cleanup, renamed parameter to be more clean Change 2869124 on 2016/02/16 by Martin.Mittring code cleanupof SkinCache, using struct avoid redundant passing of many paramters Change 2869162 on 2016/02/16 by Martin.Mittring added vectex/indexbuffer SRV caching for upcoming changes Change 2869339 on 2016/02/16 by Uriel.Doyon Rename r.streaming.UseAabb to r.streaming.UseNewMetrics as it nows controls old build and new build. Texture Streaming Build now rebuilds the streaming data per static meshes. Static Primitives bounds are now computed for each sections and lods. Scale and rotation do not increase bounds as before since they are computed on the geomtery transformed in world space. Fixed an issue with some debug view modes preventing the visualization in the static mesh editor #codereview marcus.wassmer Change 2869431 on 2016/02/16 by Martin.Mittring Fix typo in original UE4 code - CreatePrimitiveUniformBufferImmediateà #2058 GitHub pull request Change 2869632 on 2016/02/16 by Brian.Karis Fixed clear coat with movable skylight. Movable skylight + reflection captures is still broken. Change 2870545 on 2016/02/17 by Olaf.Piesche Fixing separate translucency in reflection captures (no post-processing case); clarifying and simplifying checks a little bit Change 2871326 on 2016/02/17 by Daniel.Wright Better precomputed visibility log Change 2871329 on 2016/02/17 by Daniel.Wright 'r.VisualizeOccludedPrimitives 1' shows statically occluded primitives in dark red Change 2871354 on 2016/02/17 by Daniel.Wright Nearest-Depth Neighbor upsampling for half res separate translucency * Enabled by default when r.SeparateTranslucencyScreenPercentage is 50 * Produces full resolution silhouettes of opaque objects in front of half res translucency * Costs .1ms on PS4 Change 2871363 on 2016/02/17 by Daniel.Wright Particle cutout optimization works on SubUVMovie module as well Change 2872099 on 2016/02/18 by Gil.Gribb UE4 - Improve the performance of SGameLayerManager::GetAspectRatioInset and perhaps fixed a bug. Change 2872433 on 2016/02/18 by David.Hill All world position related nodes were broken in UI material. This was noticed in Noise Node in UI material rendering black - Jira 26931 The bug resulted from to View vs ResolvedView changes. Change 2872844 on 2016/02/18 by Zabir.Hoque Ensure bDestroyOwnerAfterFade is only used when a Fade has actually be set. Change 2873272 on 2016/02/19 by Martin.Mittring fixed SkinCache memory layout for tangents after recent change Change 2873460 on 2016/02/19 by Gil.Gribb UAT - Add option to run commandlets with -AllowStdOutLogVerbosity Change 2873468 on 2016/02/19 by Gil.Gribb remove RHI flush on texture streaming...this is a dup of a change made elsewhere Change 2873971 on 2016/02/19 by David.Hill Decals not rendering in orthographic lit views Change 2874153 on 2016/02/19 by Daniel.Wright Automatically downsampled separate translucency * Off by default, controlled with r.SeparateTranslucencyAutoDownsample * The separate translucency pass is timed with GPU timestamps, and downsampling is automatically enabled if the smoothed time is greater than r.SeparateTranslucencyDurationDownsampleThreshold * Downsampling is then disabled if the GPU time is less than r.SeparateTranslucencyDurationUpsampleThreshold * Downsampling state will not change more often than r.SeparateTranslucencyMinDownsampleChangeTime * Implemented timestamp render queries for PS4 Change 2874286 on 2016/02/19 by Daniel.Wright Buffer one extra frame for translucency timestamps, to make sure they never block Change 2874990 on 2016/02/20 by Rolando.Caloca DR - Remove old files Change 2875910 on 2016/02/22 by Daniel.Wright Enabled r.SeparateTranslucencyAutoDownsample for OrionGame [CL 2879372 by Gil Gribb in Main branch]
2016-02-24 06:51:42 -05:00
if (GVisualizeOccludedPrimitives)
{
const FBoxSphereBounds& Bounds = Scene->PrimitiveOcclusionBounds[BitIt.GetIndex()];
DrawWireBox(&OcclusionPDI, Bounds.GetBox(), FColor(100, 50, 50), SDPG_Foreground);
}
}
}
}
}
float CurrentRealTime = View.Family->CurrentRealTime;
if (ViewState)
{
if (Scene->GetFeatureLevel() >= ERHIFeatureLevel::SM4)
{
bool bSubmitQueries = !View.bDisableQuerySubmissions;
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
bSubmitQueries = bSubmitQueries && !ViewState->HasViewParent() && !ViewState->bIsFrozen;
#endif
if( bHZBOcclusion )
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_MapHZBResults);
check(!ViewState->HZBOcclusionTests.IsValidFrame(ViewState->OcclusionFrameCounter));
ViewState->HZBOcclusionTests.MapResults(RHICmdList);
}
NumOccludedPrimitives += FetchVisibilityForPrimitives(Scene, View, bSubmitQueries, bHZBOcclusion);
if( bHZBOcclusion )
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_HZBUnmapResults);
ViewState->HZBOcclusionTests.UnmapResults(RHICmdList);
if( bSubmitQueries )
{
ViewState->HZBOcclusionTests.SetValidFrameNumber(ViewState->OcclusionFrameCounter);
}
}
}
else
{
// No occlusion queries, so mark primitives as not occluded
for (FSceneSetBitIterator BitIt(View.PrimitiveVisibilityMap); BitIt; ++BitIt)
{
View.PrimitiveDefinitelyUnoccludedMap.AccessCorrespondingBit(BitIt) = true;
}
}
}
return NumOccludedPrimitives;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
template<class T, int TAmplifyFactor = 1>
struct FRelevancePrimSet
{
enum
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
MaxInputPrims = 127, //like 128, but we leave space for NumPrims
MaxOutputPrims = MaxInputPrims * TAmplifyFactor
};
int32 NumPrims;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
T Prims[MaxOutputPrims];
FORCEINLINE FRelevancePrimSet()
: NumPrims(0)
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
//FMemory::Memzero(Prims, sizeof(T) * GetMaxOutputPrim());
}
FORCEINLINE void AddPrim(T Prim)
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
checkSlow(NumPrims < MaxOutputPrims);
Prims[NumPrims++] = Prim;
}
FORCEINLINE bool IsFull() const
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
return NumPrims >= MaxOutputPrims;
}
template<class TARRAY>
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Rendering @ 2943238) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2932679 on 2016/04/04 by Martin.Mittring remove hack/cvar that is not longer needed as we fixed the bug #rb:Bob.Tellez #code_review:Bob.Tellez Change 2932681 on 2016/04/04 by Martin.Mittring fixed cvars in consolevariables.ini can affect engine even if marked with cheat (no longer load consolevariables.ini in shipping and test), unified 3 code path, added testcase, cvars with cheat in ini file other than consolevariables.ini now trigger ensure, =on/off/true/false/.. works in all ini files, added enure if non scalability setting are used in ScalabilityIni (get now ignored) #rb:David.Hill #code_review:Marcus.Wassmer, Michael.Noland Change 2932719 on 2016/04/04 by Marcus.Wassmer Merge 3 band SH back to DevRendering #rb Daniel.Wright Change 2932760 on 2016/04/04 by Zabir.Hoque Migrating high resolution cubemaps for skylight and reflection probes. #rb: Daniel.Wright Change 2933121 on 2016/04/05 by Rolando.Caloca DR - vk - Fix free blocks not getting joined - Fix compile issue Change 2933122 on 2016/04/05 by Rolando.Caloca DR - Do not shorten dumped shaders path Change 2933126 on 2016/04/05 by Rolando.Caloca DR - vk - Index Buffers using new resource management Change 2933127 on 2016/04/05 by Rolando.Caloca DR - vk - Extract multibuffer off index buffer Change 2933131 on 2016/04/05 by Rolando.Caloca DR - vk - Transition to vb's using mutlibuffer Change 2933136 on 2016/04/05 by Rolando.Caloca DR - vk - Change staging buffers to use resource allocation system - Fix free block not getting joined - Remove define Change 2933140 on 2016/04/05 by Rolando.Caloca DR - vk - 'static' textures now use resource mgmt - Release free pages back to the OS - Remove ensure Change 2933152 on 2016/04/05 by Rolando.Caloca DR - vk - Fix aliasing granularity - Fix renderpass end/copy buffer ensure Change 2933155 on 2016/04/05 by Rolando.Caloca DR - SCW - Fix for -directcompile to directly load file for preprocessor Change 2933158 on 2016/04/05 by Rolando.Caloca DR - hlslcc - Error on Metal if trying to R & W on RWTextures - Fix indices on RW reads to be unsigned #codereview Mark.Satterthwaite, Michael.Trepka Change 2933169 on 2016/04/05 by Rolando.Caloca DR - vk - Move header to public to match changes on DevMobile Change 2933173 on 2016/04/05 by David.Hill Deferred decal rendering with negative scale #rb:Matrin.Mittring #jira:UE-27389 Change 2933273 on 2016/04/05 by Rolando.Caloca DR - vk - Fix renderdoc markers Change 2933274 on 2016/04/05 by Rolando.Caloca DR - Support for -AttachDebugger Change 2933316 on 2016/04/05 by Rolando.Caloca DR - vk - Compile fix whene enabling define Change 2933334 on 2016/04/05 by Rolando.Caloca DR - Compile fix #codereview Martin.Mittring Change 2933805 on 2016/04/05 by Brian.Karis Temporal AA dynamic antighosting. Fixed DOF Change 2933811 on 2016/04/05 by Brian.Karis Fixed area light NaNs. Improvements to area lights. Horizen handling for wrap around. Change 2933812 on 2016/04/05 by Brian.Karis Fixed fresnel on SSS skin. Change 2933813 on 2016/04/05 by Brian.Karis Tessellation fix Change 2933816 on 2016/04/05 by Brian.Karis Improved forward shading support [CL 2943241 by Gil Gribb in Main branch]
2016-04-13 21:24:38 -04:00
FORCEINLINE void AppendTo(TARRAY& DestArray)
{
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Rendering @ 2943238) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2932679 on 2016/04/04 by Martin.Mittring remove hack/cvar that is not longer needed as we fixed the bug #rb:Bob.Tellez #code_review:Bob.Tellez Change 2932681 on 2016/04/04 by Martin.Mittring fixed cvars in consolevariables.ini can affect engine even if marked with cheat (no longer load consolevariables.ini in shipping and test), unified 3 code path, added testcase, cvars with cheat in ini file other than consolevariables.ini now trigger ensure, =on/off/true/false/.. works in all ini files, added enure if non scalability setting are used in ScalabilityIni (get now ignored) #rb:David.Hill #code_review:Marcus.Wassmer, Michael.Noland Change 2932719 on 2016/04/04 by Marcus.Wassmer Merge 3 band SH back to DevRendering #rb Daniel.Wright Change 2932760 on 2016/04/04 by Zabir.Hoque Migrating high resolution cubemaps for skylight and reflection probes. #rb: Daniel.Wright Change 2933121 on 2016/04/05 by Rolando.Caloca DR - vk - Fix free blocks not getting joined - Fix compile issue Change 2933122 on 2016/04/05 by Rolando.Caloca DR - Do not shorten dumped shaders path Change 2933126 on 2016/04/05 by Rolando.Caloca DR - vk - Index Buffers using new resource management Change 2933127 on 2016/04/05 by Rolando.Caloca DR - vk - Extract multibuffer off index buffer Change 2933131 on 2016/04/05 by Rolando.Caloca DR - vk - Transition to vb's using mutlibuffer Change 2933136 on 2016/04/05 by Rolando.Caloca DR - vk - Change staging buffers to use resource allocation system - Fix free block not getting joined - Remove define Change 2933140 on 2016/04/05 by Rolando.Caloca DR - vk - 'static' textures now use resource mgmt - Release free pages back to the OS - Remove ensure Change 2933152 on 2016/04/05 by Rolando.Caloca DR - vk - Fix aliasing granularity - Fix renderpass end/copy buffer ensure Change 2933155 on 2016/04/05 by Rolando.Caloca DR - SCW - Fix for -directcompile to directly load file for preprocessor Change 2933158 on 2016/04/05 by Rolando.Caloca DR - hlslcc - Error on Metal if trying to R & W on RWTextures - Fix indices on RW reads to be unsigned #codereview Mark.Satterthwaite, Michael.Trepka Change 2933169 on 2016/04/05 by Rolando.Caloca DR - vk - Move header to public to match changes on DevMobile Change 2933173 on 2016/04/05 by David.Hill Deferred decal rendering with negative scale #rb:Matrin.Mittring #jira:UE-27389 Change 2933273 on 2016/04/05 by Rolando.Caloca DR - vk - Fix renderdoc markers Change 2933274 on 2016/04/05 by Rolando.Caloca DR - Support for -AttachDebugger Change 2933316 on 2016/04/05 by Rolando.Caloca DR - vk - Compile fix whene enabling define Change 2933334 on 2016/04/05 by Rolando.Caloca DR - Compile fix #codereview Martin.Mittring Change 2933805 on 2016/04/05 by Brian.Karis Temporal AA dynamic antighosting. Fixed DOF Change 2933811 on 2016/04/05 by Brian.Karis Fixed area light NaNs. Improvements to area lights. Horizen handling for wrap around. Change 2933812 on 2016/04/05 by Brian.Karis Fixed fresnel on SSS skin. Change 2933813 on 2016/04/05 by Brian.Karis Tessellation fix Change 2933816 on 2016/04/05 by Brian.Karis Improved forward shading support [CL 2943241 by Gil Gribb in Main branch]
2016-04-13 21:24:38 -04:00
DestArray.Append(Prims, NumPrims);
}
};
struct FMarkRelevantStaticMeshesForViewData
{
FVector ViewOrigin;
float MaxDrawDistanceScaleSquared;
int32 ForcedLODLevel;
float LODScale;
float InvLODScale;
float MinScreenRadiusForCSMDepthSquared;
float MinScreenRadiusForDepthPrepassSquared;
bool bForceEarlyZPass;
FMarkRelevantStaticMeshesForViewData(FViewInfo& View)
{
ViewOrigin = View.ViewMatrices.ViewOrigin;
MaxDrawDistanceScaleSquared = GetCachedScalabilityCVars().ViewDistanceScaleSquared;
// outside of the loop to be more efficient
ForcedLODLevel = (View.Family->EngineShowFlags.LOD) ? GetCVarForceLOD() : 0;
LODScale = CVarStaticMeshLODDistanceScale.GetValueOnRenderThread();
InvLODScale = 1.0f / LODScale;
MinScreenRadiusForCSMDepthSquared = GMinScreenRadiusForCSMDepth * GMinScreenRadiusForCSMDepth;
MinScreenRadiusForDepthPrepassSquared = GMinScreenRadiusForDepthPrepass * GMinScreenRadiusForDepthPrepass;
extern TAutoConsoleVariable<int32> CVarEarlyZPass;
bForceEarlyZPass = CVarEarlyZPass.GetValueOnRenderThread() == 2;
}
};
namespace EMarkMaskBits
{
enum Type
{
StaticMeshShadowDepthMapMask = 0x1,
StaticMeshVisibilityMapMask = 0x2,
StaticMeshVelocityMapMask = 0x4,
StaticMeshOccluderMapMask = 0x8,
StaticMeshFadeOutDitheredLODMapMask = 0x10,
StaticMeshFadeInDitheredLODMapMask = 0x20,
};
}
struct FRelevancePacket
{
const float CurrentWorldTime;
const float DeltaWorldTime;
FRHICommandListImmediate& RHICmdList;
const FScene* Scene;
const FViewInfo& View;
const uint8 ViewBit;
const FMarkRelevantStaticMeshesForViewData& ViewData;
FPrimitiveViewMasks& OutHasDynamicMeshElementsMasks;
FPrimitiveViewMasks& OutHasDynamicEditorMeshElementsMasks;
uint8* RESTRICT MarkMasks;
FRelevancePrimSet<int32> Input;
FRelevancePrimSet<int32> RelevantStaticPrimitives;
FRelevancePrimSet<int32> NotDrawRelevant;
FRelevancePrimSet<FPrimitiveSceneInfo*> VisibleDynamicPrimitives;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3006483 on 2016/06/08 by Simon.Tovey Fix for UE-31653 Instance params from the Spawn, Required and TypeData modules were not being autopopulated. Change 3006514 on 2016/06/08 by Zabir.Hoque MIGRATING FIX @ Request Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction. #CodeReview: Marcus.Wassmer, Daniel.Wright Change 3006605 on 2016/06/08 by Rolando.Caloca DR - vk - Remove a bunch of unused code, clean up some todos Change 3006969 on 2016/06/08 by HaarmPieter.Duiker Add #ifdefs around inverse tonemapping to avoid performance hit in normal use Change 3007240 on 2016/06/09 by Chris.Bunner Made a pass at fixing global shader compile warnings and errors. Change 3007242 on 2016/06/09 by Chris.Bunner Don't force unlit mode when re-loading a map. #jira UE-31247 Change 3007243 on 2016/06/09 by Chris.Bunner Cache InvalidLightmapSettings material for instanced meshes. #jira UE-31182 Change 3007258 on 2016/06/09 by Chris.Bunner Fixed refractive depth bias material parameter. Change 3007466 on 2016/06/09 by Rolando.Caloca DR - Use vulkan debug marker extension directly from header Change 3007504 on 2016/06/09 by Martin.Mittring added refresh button to ImageVerifier Change 3007528 on 2016/06/09 by Martin.Mittring ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end make render more deterministic Change 3007551 on 2016/06/09 by Chris.Bunner Reverted constant type change in previous commit. Change 3007559 on 2016/06/09 by Martin.Mittring updated ImageValidator Change 3007584 on 2016/06/09 by Rolando.Caloca DR - Fix case when not running under RD Change 3007668 on 2016/06/09 by Rolando.Caloca DR - vk - Split layers/extensions by required/optional Change 3007820 on 2016/06/09 by Rolando.Caloca DR - Android compile fix Change 3007926 on 2016/06/09 by Martin.Mittring fixed UI scaling in ImageVerifyer Change 3007931 on 2016/06/09 by John.Billon -Fixed cutouts not working for certain sized texture/subUV size combinations. -Also fixed issue with subUV module not being postloaded consistently on startup. #Jira UE-31583 Change 3008023 on 2016/06/09 by Martin.Mittring refactor noise code in shaders Change 3008127 on 2016/06/09 by Zabir.Hoque Merging back hot fixes: 1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS. 2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself. Change 3008129 on 2016/06/09 by Daniel.Wright Disabled r.ProfileGPU.PrintAssetSummary by default due to spam Change 3008169 on 2016/06/09 by Rolando.Caloca DR - Fix mobile rendering not freeing resource when using RHI thread Change 3008429 on 2016/06/09 by Uriel.Doyon Enabled texture streaming new metrics. Added progress bar while texture streaming is being built. Added debug shader validation to prevent crashes when there are uniform expression set mismatches. Added texture streaming build to "Build All" Change 3008436 on 2016/06/09 by Uriel.Doyon Fixed shipping build Change 3008833 on 2016/06/10 by Rolando.Caloca DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications Submitted by Allar PR #1864 #jira UE-24545 Change 3008842 on 2016/06/10 by Rolando.Caloca DR - Remove vertex densities view mode Change 3008857 on 2016/06/10 by John.Billon Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching. Change 3008870 on 2016/06/10 by Rolando.Caloca DR - Rebuild hlslcc libs (missing from last merge) Change 3008925 on 2016/06/10 by John.Billon Fixed r.ScreenPercentage.Editor #Jira UE-31549 Change 3009028 on 2016/06/10 by Daniel.Wright Shadow depth refactor * Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame * This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading * The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed * A large amount of duplicated code to handle each shadow type has been combined * Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency * 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures Change 3009032 on 2016/06/10 by Daniel.Wright Fixed crash with simple forward shading in the material editor Change 3009178 on 2016/06/10 by Rolando.Caloca DR - Add support for multi callbacks on HlslParser, added a write to string callback Change 3009268 on 2016/06/10 by Daniel.Wright Warning fixes Change 3009416 on 2016/06/10 by Martin.Mittring moved decal rendering code in common spot for upcoming MeshDecal rendering Change 3009433 on 2016/06/10 by John.Billon Adding ensures for translucency lighting volume render target acesses. #Jira UE-31578 Change 3009449 on 2016/06/10 by Daniel.Wright Fixed whole scene point light shadow depths getting rendered redundantly Change 3009675 on 2016/06/10 by Martin.Mittring fixed Clang compiling Change 3009815 on 2016/06/10 by Martin.Mittring renamed IsUsedWithDeferredDecal to IsDeferredDecal to be more correct Change 3009946 on 2016/06/10 by Martin.Mittring minor optimization Change 3010270 on 2016/06/11 by HaarmPieter.Duiker Update gamut transformations used when dumping EXRs to account for bug UE-29935 Change 3011423 on 2016/06/13 by Martin.Mittring fixed default of bOutputsVelocityInBasePass #code_review:Rolando.Caloca #test:PC Change 3011448 on 2016/06/13 by Martin.Mittring minor engine code cleanup #code_review:Olaf.Piesche #test:PC Change 3011991 on 2016/06/13 by Daniel.Wright Fixed downsampled translucency crash in VR Change 3011993 on 2016/06/13 by Daniel.Wright Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely' Mobility tooltips now reflect whether a primitive component or light component is being inspected Change 3012096 on 2016/06/13 by Daniel.Wright Missing file from cl 3011993 Change 3012546 on 2016/06/14 by John.Billon Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled #Jira OR-23282 Change 3012706 on 2016/06/14 by John.Billon Renamed r.ContactShadows.Enable to r.ContactShadows Change 3012992 on 2016/06/14 by Rolando.Caloca DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled - Added support for CustomPresent Change 3013030 on 2016/06/14 by Rolando.Caloca DR - vk - Fix dev issue Change 3013423 on 2016/06/14 by Martin.Mittring removed code redundancy for easier upcoming changes #test:PC Change 3013451 on 2016/06/14 by Martin.Mittring removed no longer needed debug cvar #test:PC Change 3013643 on 2016/06/14 by Zabir.Hoque Fix API only being inlined in the cpp and not avaialble in the .h Change 3013696 on 2016/06/14 by Olaf.Piesche Adding missing quality level spawn rate scaling on GPU emitters Change 3013736 on 2016/06/14 by Daniel.Wright Cached shadowmaps for whole scene point and spot light shadows * Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights) * Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving * Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached * Cached shadowmaps are copied each frame and then movable primitive depths composited * Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap) * 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness) * 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights) Change 3014103 on 2016/06/15 by Daniel.Wright Compile fix Change 3014507 on 2016/06/15 by Simon.Tovey Resurrected Niagara playground and moved to Samples/NotForLicencees Change 3014931 on 2016/06/15 by Martin.Mittring moved r.RenderInternals code into renderer to be able to access more low level data #test:PC, paragon Change 3014933 on 2016/06/15 by Martin.Mittring nicer text Change 3014956 on 2016/06/15 by Daniel.Wright Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD) Change 3014985 on 2016/06/15 by Uriel.Doyon Enabled Texture Build shaders on Mac Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping. Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets #jira UE-30566 #jira UE-31098 Change 3014995 on 2016/06/15 by Rolando.Caloca DR - vk - Removed RHI thread wait on acquire image - Move Descriptor pool into context Change 3015002 on 2016/06/15 by Rolando.Caloca DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine Change 3015041 on 2016/06/15 by Martin.Mittring fixed ImageValidator crashing when using files that exist only in ref or test folder Change 3015309 on 2016/06/15 by Rolando.Caloca DR - vk - Enable fence re-use on SDKs >= 1.0.16.0 Change 3015356 on 2016/06/15 by Rolando.Caloca DR - vk - Prep for staging buffer refactor Change 3015430 on 2016/06/15 by Martin.Mittring minor optimization for subsurfacescatteringprofile Change 3016097 on 2016/06/16 by Simon.Tovey Enabling Niagara by default in the Niagara playground Change 3016098 on 2016/06/16 by Simon.Tovey Some misc fixup to get niagara working again Change 3016183 on 2016/06/16 by Rolando.Caloca DR - vk - Recreate buffer view for volatile buffers Change 3016225 on 2016/06/16 by Marcus.Wassmer Duplicate reflection fixes from 4.12 hotfixes. Change 3016289 on 2016/06/16 by Chris.Bunner Always gather MP_Normal definitions as they can be shared by other material properties. #jira UE-31792 Change 3016294 on 2016/06/16 by Daniel.Wright Fix for ensure accessing CVarCacheWPOPrimitives in game Change 3016305 on 2016/06/16 by Daniel.Wright Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been Change 3016330 on 2016/06/16 by Daniel.Wright Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light Stats for shadowmap memory used under 'stat shadowrendering' Change 3016506 on 2016/06/16 by Daniel.Wright Fixed crash building map in SunTemple due to null access Change 3016703 on 2016/06/16 by Uriel.Doyon Fixed warning due to floating point imprecision when building texture streaming Change 3016718 on 2016/06/16 by Daniel.Wright Volume lighting samples use adaptive sampling final gather * Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting) Change 3016871 on 2016/06/16 by Max.Chen Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation. Copy from Dev-Sequencer #jira UE-32093 Change 3017189 on 2016/06/16 by Zabir.Hoque Fix GBuffer format selection type-o. #CodeReview: Marcus.Wassmer Change 3017241 on 2016/06/16 by Martin.Mittring optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing #code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden Change 3017856 on 2016/06/17 by Rolando.Caloca DR - Missing GL enum Change 3017910 on 2016/06/17 by Ben.Woodhouse - Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates - Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24) #RB:Keli.Hloedversson,Martin.Mittring Change 3018126 on 2016/06/17 by Ben.Woodhouse Fix build warning on Mac #RB:David.Hill Change 3018167 on 2016/06/17 by Chris.Bunner Handle case when float4 is passed to TransformPosition material node. #jira UE-24980 Change 3018246 on 2016/06/17 by Benjamin.Hyder Submitting Preliminary ShadowRefactor TestMap Change 3018330 on 2016/06/17 by Benjamin.Hyder labeled ShadowRefactor map Change 3018377 on 2016/06/17 by Chris.Bunner Removed additional node creation when initializing a RotateAboutAxis node. #jira UE-8034 Change 3018433 on 2016/06/17 by Rolando.Caloca DR - Fix some clang warnings on Vulkan Change 3018664 on 2016/06/17 by Martin.Mittring unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812) #test:PC #code_review:Marcus.Wassmer,Brian.Karis Change 3019023 on 2016/06/19 by Benjamin.Hyder Re-Labeled ShadowRefactor map Change 3019024 on 2016/06/19 by Benjamin.Hyder Correcting Translucent Volume (Non-Directional) settings Change 3019026 on 2016/06/19 by Benjamin.Hyder Correcting Lighting ShadowRefactor map Change 3019414 on 2016/06/20 by Allan.Bentham Refactor mobile shadows Change 3019494 on 2016/06/20 by Gil.Gribb Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering) Change 3019504 on 2016/06/20 by John.Billon -Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk. -Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints. -Created a small common interface for blueprints and the editor itself to use for exporting. #Jira UE-31429 Change 3019561 on 2016/06/20 by Gil.Gribb UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager. Change 3019616 on 2016/06/20 by Rolando.Caloca DR - Replicate change in DevRendering to fix splotches on characters with morph targets Change: 3019599 O - Fix flickering on heroes with morph targets Change 3019627 on 2016/06/20 by Rolando.Caloca DR - Doh! Compile fix Change 3019674 on 2016/06/20 by Simon.Tovey Ripped out the quick hacky VM debugger I wrote a while back. Over complicated the VM and didn't do enough work to justify it. Will revisit debugging and profiling of VM scripts in future. Change 3019691 on 2016/06/20 by Ben.Woodhouse Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed. This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs). #RB:Martin.Mittring, Daniel.Wright Change 3019741 on 2016/06/20 by John.Billon Fixed compile error on mac. Change 3019984 on 2016/06/20 by Martin.Mittring minor optimization Change 3020172 on 2016/06/20 by Zachary.Wilson Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none Change 3020195 on 2016/06/20 by Zachary.Wilson Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none Change 3020196 on 2016/06/20 by Rolando.Caloca DR - Appease static analysis Change 3020231 on 2016/06/20 by Zachary.Wilson Making basic shapes consistent distance field resolution scale. #rb: none Change 3020468 on 2016/06/20 by David.Hill CameraWS UE-29146 Change 3020502 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee Camera for RenderOutputValidation Change 3020508 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee for RenderOutputValidation Change 3020514 on 2016/06/20 by Benjamin.Hyder Setting Autoplay for AutomationMatinee (sequence) Change 3020561 on 2016/06/20 by Daniel.Wright Removed outdated comment on uniform expression assert Change 3021268 on 2016/06/21 by Daniel.Wright Scaled sphere intersection for indirect capsule shadows * Fixes the discontinuity when capsule axis points close to the light direction * GPU cost is effectively the same (more expensive to compute, but tighter culling) Change 3021325 on 2016/06/21 by Daniel.Wright Split ShadowRendering.cpp into ShadowDepthRendering.cpp Change 3021355 on 2016/06/21 by Daniel.Wright Fixed RTDF shadows (broken by shadowmap caching) Change 3021444 on 2016/06/21 by Daniel.Wright Fixed crash due to Depth drawing policy not using the default material shader map properly Change 3021543 on 2016/06/21 by Daniel.Wright Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns Change 3021749 on 2016/06/21 by Daniel.Wright Moved RenderBasePass and dependencies into BasePassRendering.cpp Moved RenderPrePass and dependencies into DepthRendering.cpp Change 3021766 on 2016/06/21 by Benjamin.Hyder Adding 150dynamiclights level to Dev-Folder Change 3021971 on 2016/06/21 by Daniel.Wright Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation * TLM_SurfacePerPixelLighting now behaves like TLM_Surface Change 3022760 on 2016/06/22 by Chris.Bunner Merge fixup. Change 3022911 on 2016/06/22 by Rolando.Caloca DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders Change 3023037 on 2016/06/22 by Rolando.Caloca DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed Change 3023139 on 2016/06/22 by Daniel.Wright Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled Change 3023231 on 2016/06/22 by Daniel.Wright Only allowing opaque per-object shadows or CSM in the mobile renderer Change 3023415 on 2016/06/22 by Daniel.Wright Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target Change 3024888 on 2016/06/23 by Daniel.Wright Fixed preshadows being rendered redundantly with multiple lights Change 3025119 on 2016/06/23 by Martin.Mittring added MeshDecal content to RenderTest Change 3025122 on 2016/06/23 by Martin.Mittring enabled DBuffer for RenderTest Change 3025153 on 2016/06/23 by Marc.Olano Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10. Needed to use world space without shader offsets, not absolute world space. Change 3025180 on 2016/06/23 by Marc.Olano Use translated world space for particle centers. Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables. Change 3025265 on 2016/06/23 by David.Hill Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer #jira UE-26165 Change 3025269 on 2016/06/23 by Ryan.Brucks Adding new Testmap for Pixel Depth Offset velocities with Temporal AA Change 3025345 on 2016/06/23 by Benjamin.Hyder Submitting MeshDecal Content Change 3025444 on 2016/06/23 by Benjamin.Hyder updating content for MeshDecal Change 3025491 on 2016/06/23 by Benjamin.Hyder Updating DecalMesh Textures Change 3025802 on 2016/06/23 by Martin.Mittring added to readme Change 3026475 on 2016/06/24 by Rolando.Caloca DR - Show current state of r.RHIThread.Enable when not using param Change 3026479 on 2016/06/24 by Rolando.Caloca DR - Upgrade glslang to 1.0.17.0 Change 3026480 on 2016/06/24 by Rolando.Caloca DR - Vulkan headers to 1.0.17.0 Change 3026481 on 2016/06/24 by Rolando.Caloca DR - Vulkan wrapper for extra logging Change 3026491 on 2016/06/24 by Rolando.Caloca DR - Missed file Change 3026574 on 2016/06/24 by Rolando.Caloca DR - vk - Enabled fence reuse on 1.0.17.0 - Added more logging info Change 3026656 on 2016/06/24 by Frank.Fella Niagara - Prevent sequencer uobjects from being garbage collected. Change 3026657 on 2016/06/24 by Benjamin.Hyder Updating Rendertestmap to latest Change 3026723 on 2016/06/24 by Rolando.Caloca DR - Fix for ES3.1 RHIs Change 3026784 on 2016/06/24 by Martin.Mittring New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on) Change 3026866 on 2016/06/24 by Olaf.Piesche #jira OR-18363 #jira UE-27780 fix distortion in particle macro uvs [CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
FRelevancePrimSet<FTranslucentPrimSet::FTranslucentSortedPrim, ETranslucencyPass::TPT_MAX> TranslucencyPrims;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2943963 on 2016/04/14 by Daniel.Wright Shader compile errors are unsuppressed Change 2943978 on 2016/04/14 by Gil.Gribb UE4 - First pass at async loading improvements....mostly disabled. Change 2944021 on 2016/04/14 by Martin.Mittring fixed HLSL compiler warning Change 2944031 on 2016/04/14 by Martin.Mittring fixed ensures, wrapped some members behind get accessor functions Change 2944086 on 2016/04/14 by Martin.Mittring cleanup: removed not needed code Change 2944177 on 2016/04/14 by Daniel.Wright Clamp on FarShadowCascadeCount, prevents crashing from huge values Change 2944182 on 2016/04/14 by Martin.Mittring removed not needed code Change 2944250 on 2016/04/14 by Rolando.Caloca DR - vk - Minor fixes Change 2944286 on 2016/04/14 by Daniel.Wright Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions Added bShowPreviewPlane to planar reflection actors The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes Change 2944288 on 2016/04/14 by Daniel.Wright Fixed refraction with a world space normal Change 2944291 on 2016/04/14 by Daniel.Wright Panner nodes have an optional speed input Change 2944346 on 2016/04/14 by Rolando.Caloca DR - Fix Vulkan shader platform on Android - Added more info on checks() Change 2945007 on 2016/04/15 by Gil.Gribb Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering) Change 2945348 on 2016/04/15 by Daniel.Wright Fixed compile error Change 2945358 on 2016/04/15 by Olaf.Piesche #jira UE-29241 Sequential particle selection code was all sorts of weird. Rewrote and simplified. Change 2945941 on 2016/04/15 by Martin.Mittring added r.DisplayInternals to debug determinism for screen shot comparison Change 2945999 on 2016/04/15 by Martin.Mittring improved r.DisplayInternal output Change 2946023 on 2016/04/15 by Olaf.Piesche Adding missing call to Super::PostEditChangeProperty; UDN 286717 Change 2947155 on 2016/04/18 by Martin.Mittring started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up #test:PC Change 2947207 on 2016/04/18 by Martin.Mittring fixed engine compiling in shipping/test #code_review:Uriel.Doyan Change 2947212 on 2016/04/18 by Uriel.Doyon Lightmap density viewmode now shows the wanted resolution when the lighting isn't build. #jira UE-29317 Change 2947374 on 2016/04/18 by Uriel.Doyon Fixed support for resolution scale for the PostProcessVisualizeComplexity #jira UE-29473 Change 2947903 on 2016/04/19 by Gil.Gribb Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering) Change 2948019 on 2016/04/19 by Rolando.Caloca DR - Allow vk format as a target format for win Change 2948162 on 2016/04/19 by Simon.Tovey Fix for crash with Collision visualization. Change 2948419 on 2016/04/19 by Martin.Mittring fixed sort priority of translucent rendering (caused by recent checkin) Change 2948433 on 2016/04/19 by Martin.Mittring fixed memory handling of FRendererViewExtension Change 2948631 on 2016/04/19 by Martin.Mittring fixed compile error on Mac Change 2948832 on 2016/04/19 by Martin.Mittring fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues) Change 2949013 on 2016/04/19 by Martin.Mittring refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping this is useful for MeshDecals #test:PC, parallel on and off Change 2949620 on 2016/04/20 by Martin.Mittring fixed compiler warning Change 2949639 on 2016/04/20 by Uriel.Doyon Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader Change 2949721 on 2016/04/20 by Chris.Bunner Avoid creating additional inline code fragment casting matching uniform types. #jira UE-29089 Change 2949722 on 2016/04/20 by Chris.Bunner Prevent nullptr crash and added additional logging. #jira UE-28387 Change 2949913 on 2016/04/20 by Martin.Mittring marked ccommand as cheat Change 2950064 on 2016/04/20 by Martin.Mittring added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background Change 2950065 on 2016/04/20 by Martin.Mittring nicer debug printout Change 2950201 on 2016/04/20 by Martin.Mittring fixed UE-29752 Console commands input with " = " should display an error message Change 2950531 on 2016/04/20 by Martin.Mittring fixed comment Change 2951737 on 2016/04/21 by HaarmPieter.Duiker Adds support forHDR displays using Dolby PQ output Change 2951869 on 2016/04/21 by Martin.Mittring polish r.DisplayInternal Change 2951950 on 2016/04/21 by HaarmPieter.Duiker Reordered variable definition to address build warning Change 2951996 on 2016/04/21 by Martin.Mittring fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation", changed directory order to run locally it currently requires "r.ScreenshotDelegate=0" #code_review:Ben.Salem, Michael.Noland Change 2952146 on 2016/04/21 by Olaf.Piesche make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures Change 2952230 on 2016/04/21 by Martin.Mittring * Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec . * changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber #code_review:Daniel.Wright Change 2953173 on 2016/04/22 by Olaf.Piesche Adding UI for easilly browsing and switching in a folder full of stats dumps Change 2953213 on 2016/04/22 by Olaf.Piesche Renaming a stat to be more descriptive Change 2953393 on 2016/04/22 by Zabir.Hoque Get DX12 running again: - Port Shader Resource Table change - Line up VS outputs and ps inputs - Fix incorrectly defining a static global in a .h Change 2953453 on 2016/04/22 by Martin.Mittring polished r.DisplayInternal Change 2954618 on 2016/04/25 by Zabir.Hoque 2 Fixes: - GLSL does not understand "unsigned int", converted to "uint" - Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction. Change 2955369 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Fix some memory leaks in the frontend Change 2955403 on 2016/04/25 by Uriel.Doyon Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux. Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4 #jira UE-28840 Change 2955419 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Reenabled support for static global variables being not const Change 2955432 on 2016/04/25 by Zabir.Hoque Fix build break from not undef'ing LOCTEXT_NAMESPACE Change 2955459 on 2016/04/25 by Zabir.Hoque TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque. Change 2956292 on 2016/04/26 by Zabir.Hoque Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output). #CodeReview: Jack.Porter, Allan.Bentham Change 2956662 on 2016/04/26 by Chris.Bunner Temporary fix for new Tonemapper issues. #jira UE-29935 Change 2957614 on 2016/04/27 by Marcus.Wassmer Fix PS4 shader compiler errors. Change 2958468 on 2016/04/27 by Rolando.Caloca DR - Fix hlslcc validation issue - Show error on SCW if shader format not found when running with -directcompile #jira UE-29982 Change 2959105 on 2016/04/28 by Rolando.Caloca DR - Rebuilt hlslcc for Mac Change 2959891 on 2016/04/28 by Daniel.Wright Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields Change 2959895 on 2016/04/28 by Daniel.Wright Work around build machine string matching heuristics that will cause a cook to fail Change 2959902 on 2016/04/28 by Daniel.Wright Added LowerHemisphereSolidColor to sky lights Change 2959930 on 2016/04/28 by Daniel.Wright Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles Change 2959933 on 2016/04/28 by Daniel.Wright Substring matching for console command suggestions * Only implemented in the editor, game uses UConsole which needs an entirely different implementation * Not sorting starting matches first, although that is desired Change 2959942 on 2016/04/28 by Daniel.Wright Gracefully handle when input string doesn't match search results Change 2960743 on 2016/04/29 by Gil.Gribb UE4 - UAT - Add map name to editortest command line. Change 2960940 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960955 on 2016/04/29 by Gil.Gribb UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled). Change 2960961 on 2016/04/29 by Chris.Bunner Potential material translator Lerp node pre-computations/optimizations. #jira OR-20138 Change 2961087 on 2016/04/29 by Gil.Gribb Fixed compile error in preflight relating to load time test rig Change 2962565 on 2016/05/02 by Gil.Gribb Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering) Change 2965058 on 2016/05/03 by Chris.Bunner Shader version bump. #lockdown Gil.Gribb #jira UE-30206 Change 2966554 on 2016/05/04 by Chris.Bunner Bumping shader version again, unintentionally polluted DDC previously. #lockdown Gil.Gribb #jira UE-30329 Change 2967183 on 2016/05/05 by Gil.Gribb UE4 - Fixed a bad hash on landscape grass components. Simple, safe. #lockdown nick.penwarden [CL 2967480 by Gil Gribb in Main branch]
2016-05-05 12:13:26 -04:00
// belongs to TranslucencyPrims
FTranslucenyPrimCount TranslucencyPrimCount;
FRelevancePrimSet<FPrimitiveSceneProxy*> DistortionPrimSet;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3006483 on 2016/06/08 by Simon.Tovey Fix for UE-31653 Instance params from the Spawn, Required and TypeData modules were not being autopopulated. Change 3006514 on 2016/06/08 by Zabir.Hoque MIGRATING FIX @ Request Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction. #CodeReview: Marcus.Wassmer, Daniel.Wright Change 3006605 on 2016/06/08 by Rolando.Caloca DR - vk - Remove a bunch of unused code, clean up some todos Change 3006969 on 2016/06/08 by HaarmPieter.Duiker Add #ifdefs around inverse tonemapping to avoid performance hit in normal use Change 3007240 on 2016/06/09 by Chris.Bunner Made a pass at fixing global shader compile warnings and errors. Change 3007242 on 2016/06/09 by Chris.Bunner Don't force unlit mode when re-loading a map. #jira UE-31247 Change 3007243 on 2016/06/09 by Chris.Bunner Cache InvalidLightmapSettings material for instanced meshes. #jira UE-31182 Change 3007258 on 2016/06/09 by Chris.Bunner Fixed refractive depth bias material parameter. Change 3007466 on 2016/06/09 by Rolando.Caloca DR - Use vulkan debug marker extension directly from header Change 3007504 on 2016/06/09 by Martin.Mittring added refresh button to ImageVerifier Change 3007528 on 2016/06/09 by Martin.Mittring ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end make render more deterministic Change 3007551 on 2016/06/09 by Chris.Bunner Reverted constant type change in previous commit. Change 3007559 on 2016/06/09 by Martin.Mittring updated ImageValidator Change 3007584 on 2016/06/09 by Rolando.Caloca DR - Fix case when not running under RD Change 3007668 on 2016/06/09 by Rolando.Caloca DR - vk - Split layers/extensions by required/optional Change 3007820 on 2016/06/09 by Rolando.Caloca DR - Android compile fix Change 3007926 on 2016/06/09 by Martin.Mittring fixed UI scaling in ImageVerifyer Change 3007931 on 2016/06/09 by John.Billon -Fixed cutouts not working for certain sized texture/subUV size combinations. -Also fixed issue with subUV module not being postloaded consistently on startup. #Jira UE-31583 Change 3008023 on 2016/06/09 by Martin.Mittring refactor noise code in shaders Change 3008127 on 2016/06/09 by Zabir.Hoque Merging back hot fixes: 1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS. 2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself. Change 3008129 on 2016/06/09 by Daniel.Wright Disabled r.ProfileGPU.PrintAssetSummary by default due to spam Change 3008169 on 2016/06/09 by Rolando.Caloca DR - Fix mobile rendering not freeing resource when using RHI thread Change 3008429 on 2016/06/09 by Uriel.Doyon Enabled texture streaming new metrics. Added progress bar while texture streaming is being built. Added debug shader validation to prevent crashes when there are uniform expression set mismatches. Added texture streaming build to "Build All" Change 3008436 on 2016/06/09 by Uriel.Doyon Fixed shipping build Change 3008833 on 2016/06/10 by Rolando.Caloca DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications Submitted by Allar PR #1864 #jira UE-24545 Change 3008842 on 2016/06/10 by Rolando.Caloca DR - Remove vertex densities view mode Change 3008857 on 2016/06/10 by John.Billon Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching. Change 3008870 on 2016/06/10 by Rolando.Caloca DR - Rebuild hlslcc libs (missing from last merge) Change 3008925 on 2016/06/10 by John.Billon Fixed r.ScreenPercentage.Editor #Jira UE-31549 Change 3009028 on 2016/06/10 by Daniel.Wright Shadow depth refactor * Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame * This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading * The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed * A large amount of duplicated code to handle each shadow type has been combined * Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency * 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures Change 3009032 on 2016/06/10 by Daniel.Wright Fixed crash with simple forward shading in the material editor Change 3009178 on 2016/06/10 by Rolando.Caloca DR - Add support for multi callbacks on HlslParser, added a write to string callback Change 3009268 on 2016/06/10 by Daniel.Wright Warning fixes Change 3009416 on 2016/06/10 by Martin.Mittring moved decal rendering code in common spot for upcoming MeshDecal rendering Change 3009433 on 2016/06/10 by John.Billon Adding ensures for translucency lighting volume render target acesses. #Jira UE-31578 Change 3009449 on 2016/06/10 by Daniel.Wright Fixed whole scene point light shadow depths getting rendered redundantly Change 3009675 on 2016/06/10 by Martin.Mittring fixed Clang compiling Change 3009815 on 2016/06/10 by Martin.Mittring renamed IsUsedWithDeferredDecal to IsDeferredDecal to be more correct Change 3009946 on 2016/06/10 by Martin.Mittring minor optimization Change 3010270 on 2016/06/11 by HaarmPieter.Duiker Update gamut transformations used when dumping EXRs to account for bug UE-29935 Change 3011423 on 2016/06/13 by Martin.Mittring fixed default of bOutputsVelocityInBasePass #code_review:Rolando.Caloca #test:PC Change 3011448 on 2016/06/13 by Martin.Mittring minor engine code cleanup #code_review:Olaf.Piesche #test:PC Change 3011991 on 2016/06/13 by Daniel.Wright Fixed downsampled translucency crash in VR Change 3011993 on 2016/06/13 by Daniel.Wright Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely' Mobility tooltips now reflect whether a primitive component or light component is being inspected Change 3012096 on 2016/06/13 by Daniel.Wright Missing file from cl 3011993 Change 3012546 on 2016/06/14 by John.Billon Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled #Jira OR-23282 Change 3012706 on 2016/06/14 by John.Billon Renamed r.ContactShadows.Enable to r.ContactShadows Change 3012992 on 2016/06/14 by Rolando.Caloca DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled - Added support for CustomPresent Change 3013030 on 2016/06/14 by Rolando.Caloca DR - vk - Fix dev issue Change 3013423 on 2016/06/14 by Martin.Mittring removed code redundancy for easier upcoming changes #test:PC Change 3013451 on 2016/06/14 by Martin.Mittring removed no longer needed debug cvar #test:PC Change 3013643 on 2016/06/14 by Zabir.Hoque Fix API only being inlined in the cpp and not avaialble in the .h Change 3013696 on 2016/06/14 by Olaf.Piesche Adding missing quality level spawn rate scaling on GPU emitters Change 3013736 on 2016/06/14 by Daniel.Wright Cached shadowmaps for whole scene point and spot light shadows * Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights) * Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving * Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached * Cached shadowmaps are copied each frame and then movable primitive depths composited * Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap) * 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness) * 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights) Change 3014103 on 2016/06/15 by Daniel.Wright Compile fix Change 3014507 on 2016/06/15 by Simon.Tovey Resurrected Niagara playground and moved to Samples/NotForLicencees Change 3014931 on 2016/06/15 by Martin.Mittring moved r.RenderInternals code into renderer to be able to access more low level data #test:PC, paragon Change 3014933 on 2016/06/15 by Martin.Mittring nicer text Change 3014956 on 2016/06/15 by Daniel.Wright Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD) Change 3014985 on 2016/06/15 by Uriel.Doyon Enabled Texture Build shaders on Mac Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping. Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets #jira UE-30566 #jira UE-31098 Change 3014995 on 2016/06/15 by Rolando.Caloca DR - vk - Removed RHI thread wait on acquire image - Move Descriptor pool into context Change 3015002 on 2016/06/15 by Rolando.Caloca DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine Change 3015041 on 2016/06/15 by Martin.Mittring fixed ImageValidator crashing when using files that exist only in ref or test folder Change 3015309 on 2016/06/15 by Rolando.Caloca DR - vk - Enable fence re-use on SDKs >= 1.0.16.0 Change 3015356 on 2016/06/15 by Rolando.Caloca DR - vk - Prep for staging buffer refactor Change 3015430 on 2016/06/15 by Martin.Mittring minor optimization for subsurfacescatteringprofile Change 3016097 on 2016/06/16 by Simon.Tovey Enabling Niagara by default in the Niagara playground Change 3016098 on 2016/06/16 by Simon.Tovey Some misc fixup to get niagara working again Change 3016183 on 2016/06/16 by Rolando.Caloca DR - vk - Recreate buffer view for volatile buffers Change 3016225 on 2016/06/16 by Marcus.Wassmer Duplicate reflection fixes from 4.12 hotfixes. Change 3016289 on 2016/06/16 by Chris.Bunner Always gather MP_Normal definitions as they can be shared by other material properties. #jira UE-31792 Change 3016294 on 2016/06/16 by Daniel.Wright Fix for ensure accessing CVarCacheWPOPrimitives in game Change 3016305 on 2016/06/16 by Daniel.Wright Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been Change 3016330 on 2016/06/16 by Daniel.Wright Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light Stats for shadowmap memory used under 'stat shadowrendering' Change 3016506 on 2016/06/16 by Daniel.Wright Fixed crash building map in SunTemple due to null access Change 3016703 on 2016/06/16 by Uriel.Doyon Fixed warning due to floating point imprecision when building texture streaming Change 3016718 on 2016/06/16 by Daniel.Wright Volume lighting samples use adaptive sampling final gather * Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting) Change 3016871 on 2016/06/16 by Max.Chen Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation. Copy from Dev-Sequencer #jira UE-32093 Change 3017189 on 2016/06/16 by Zabir.Hoque Fix GBuffer format selection type-o. #CodeReview: Marcus.Wassmer Change 3017241 on 2016/06/16 by Martin.Mittring optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing #code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden Change 3017856 on 2016/06/17 by Rolando.Caloca DR - Missing GL enum Change 3017910 on 2016/06/17 by Ben.Woodhouse - Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates - Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24) #RB:Keli.Hloedversson,Martin.Mittring Change 3018126 on 2016/06/17 by Ben.Woodhouse Fix build warning on Mac #RB:David.Hill Change 3018167 on 2016/06/17 by Chris.Bunner Handle case when float4 is passed to TransformPosition material node. #jira UE-24980 Change 3018246 on 2016/06/17 by Benjamin.Hyder Submitting Preliminary ShadowRefactor TestMap Change 3018330 on 2016/06/17 by Benjamin.Hyder labeled ShadowRefactor map Change 3018377 on 2016/06/17 by Chris.Bunner Removed additional node creation when initializing a RotateAboutAxis node. #jira UE-8034 Change 3018433 on 2016/06/17 by Rolando.Caloca DR - Fix some clang warnings on Vulkan Change 3018664 on 2016/06/17 by Martin.Mittring unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812) #test:PC #code_review:Marcus.Wassmer,Brian.Karis Change 3019023 on 2016/06/19 by Benjamin.Hyder Re-Labeled ShadowRefactor map Change 3019024 on 2016/06/19 by Benjamin.Hyder Correcting Translucent Volume (Non-Directional) settings Change 3019026 on 2016/06/19 by Benjamin.Hyder Correcting Lighting ShadowRefactor map Change 3019414 on 2016/06/20 by Allan.Bentham Refactor mobile shadows Change 3019494 on 2016/06/20 by Gil.Gribb Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering) Change 3019504 on 2016/06/20 by John.Billon -Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk. -Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints. -Created a small common interface for blueprints and the editor itself to use for exporting. #Jira UE-31429 Change 3019561 on 2016/06/20 by Gil.Gribb UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager. Change 3019616 on 2016/06/20 by Rolando.Caloca DR - Replicate change in DevRendering to fix splotches on characters with morph targets Change: 3019599 O - Fix flickering on heroes with morph targets Change 3019627 on 2016/06/20 by Rolando.Caloca DR - Doh! Compile fix Change 3019674 on 2016/06/20 by Simon.Tovey Ripped out the quick hacky VM debugger I wrote a while back. Over complicated the VM and didn't do enough work to justify it. Will revisit debugging and profiling of VM scripts in future. Change 3019691 on 2016/06/20 by Ben.Woodhouse Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed. This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs). #RB:Martin.Mittring, Daniel.Wright Change 3019741 on 2016/06/20 by John.Billon Fixed compile error on mac. Change 3019984 on 2016/06/20 by Martin.Mittring minor optimization Change 3020172 on 2016/06/20 by Zachary.Wilson Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none Change 3020195 on 2016/06/20 by Zachary.Wilson Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none Change 3020196 on 2016/06/20 by Rolando.Caloca DR - Appease static analysis Change 3020231 on 2016/06/20 by Zachary.Wilson Making basic shapes consistent distance field resolution scale. #rb: none Change 3020468 on 2016/06/20 by David.Hill CameraWS UE-29146 Change 3020502 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee Camera for RenderOutputValidation Change 3020508 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee for RenderOutputValidation Change 3020514 on 2016/06/20 by Benjamin.Hyder Setting Autoplay for AutomationMatinee (sequence) Change 3020561 on 2016/06/20 by Daniel.Wright Removed outdated comment on uniform expression assert Change 3021268 on 2016/06/21 by Daniel.Wright Scaled sphere intersection for indirect capsule shadows * Fixes the discontinuity when capsule axis points close to the light direction * GPU cost is effectively the same (more expensive to compute, but tighter culling) Change 3021325 on 2016/06/21 by Daniel.Wright Split ShadowRendering.cpp into ShadowDepthRendering.cpp Change 3021355 on 2016/06/21 by Daniel.Wright Fixed RTDF shadows (broken by shadowmap caching) Change 3021444 on 2016/06/21 by Daniel.Wright Fixed crash due to Depth drawing policy not using the default material shader map properly Change 3021543 on 2016/06/21 by Daniel.Wright Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns Change 3021749 on 2016/06/21 by Daniel.Wright Moved RenderBasePass and dependencies into BasePassRendering.cpp Moved RenderPrePass and dependencies into DepthRendering.cpp Change 3021766 on 2016/06/21 by Benjamin.Hyder Adding 150dynamiclights level to Dev-Folder Change 3021971 on 2016/06/21 by Daniel.Wright Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation * TLM_SurfacePerPixelLighting now behaves like TLM_Surface Change 3022760 on 2016/06/22 by Chris.Bunner Merge fixup. Change 3022911 on 2016/06/22 by Rolando.Caloca DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders Change 3023037 on 2016/06/22 by Rolando.Caloca DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed Change 3023139 on 2016/06/22 by Daniel.Wright Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled Change 3023231 on 2016/06/22 by Daniel.Wright Only allowing opaque per-object shadows or CSM in the mobile renderer Change 3023415 on 2016/06/22 by Daniel.Wright Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target Change 3024888 on 2016/06/23 by Daniel.Wright Fixed preshadows being rendered redundantly with multiple lights Change 3025119 on 2016/06/23 by Martin.Mittring added MeshDecal content to RenderTest Change 3025122 on 2016/06/23 by Martin.Mittring enabled DBuffer for RenderTest Change 3025153 on 2016/06/23 by Marc.Olano Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10. Needed to use world space without shader offsets, not absolute world space. Change 3025180 on 2016/06/23 by Marc.Olano Use translated world space for particle centers. Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables. Change 3025265 on 2016/06/23 by David.Hill Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer #jira UE-26165 Change 3025269 on 2016/06/23 by Ryan.Brucks Adding new Testmap for Pixel Depth Offset velocities with Temporal AA Change 3025345 on 2016/06/23 by Benjamin.Hyder Submitting MeshDecal Content Change 3025444 on 2016/06/23 by Benjamin.Hyder updating content for MeshDecal Change 3025491 on 2016/06/23 by Benjamin.Hyder Updating DecalMesh Textures Change 3025802 on 2016/06/23 by Martin.Mittring added to readme Change 3026475 on 2016/06/24 by Rolando.Caloca DR - Show current state of r.RHIThread.Enable when not using param Change 3026479 on 2016/06/24 by Rolando.Caloca DR - Upgrade glslang to 1.0.17.0 Change 3026480 on 2016/06/24 by Rolando.Caloca DR - Vulkan headers to 1.0.17.0 Change 3026481 on 2016/06/24 by Rolando.Caloca DR - Vulkan wrapper for extra logging Change 3026491 on 2016/06/24 by Rolando.Caloca DR - Missed file Change 3026574 on 2016/06/24 by Rolando.Caloca DR - vk - Enabled fence reuse on 1.0.17.0 - Added more logging info Change 3026656 on 2016/06/24 by Frank.Fella Niagara - Prevent sequencer uobjects from being garbage collected. Change 3026657 on 2016/06/24 by Benjamin.Hyder Updating Rendertestmap to latest Change 3026723 on 2016/06/24 by Rolando.Caloca DR - Fix for ES3.1 RHIs Change 3026784 on 2016/06/24 by Martin.Mittring New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on) Change 3026866 on 2016/06/24 by Olaf.Piesche #jira OR-18363 #jira UE-27780 fix distortion in particle macro uvs [CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
FRelevancePrimSet<FMeshDecalPrimSet::KeyType> MeshDecalPrimSet;
FRelevancePrimSet<FPrimitiveSceneProxy*> CustomDepthSet;
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Capsule shadows * Capsule shadows excel at extremely soft area shadows caused by a large light source angle, but don't support accurate self-shadowing * Artists can setup a physics asset containing Spheres and Sphyls (capsules) for a skeletal mesh that will be used to represent the mesh's occlusion * These shapes can then be used for direct shadowing (bCastCapsuleDirectShadow) on a skeletal mesh component, whose softness depends on the light source angle / radius * The shapes can also be used to create an indirect shadow (bCastCapsuleIndirectShadow), whose direction and softness is derived from the precomputed sky occlusion (stationary sky light) or primary indirect lighting (static sky light) * Capsule shadowing is computed at half res and uses tiled deferred culling for efficiency - only implemented for PC SM5 + PS4 so far * Shadowing of movable skylights is not yet supported Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data Basepass drawlist are now merged within a single drawlist. Lighting policy parameters are now accessed through a uniform buffer. Changed the global resource initialization so that InitRHI now comes before InitDynamicRHI #codereview nick.penwarden Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams Remove unused RHI methods: RHIIsDrawingViewport RHIGpuTimeBegin RHIGpuTimeEnd Made default/empty versions of these calls and removed stubs from RHIs that don't use them: RHISuspendRendering RHIResumeRendering RHIIsRenderingSuspended Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lighting channels - each component and light can choose from 3 channels * Primitives output their channel mask to stencil during the base pass, the masks are copied to a texture after the base pass, deferred lighting passes compare the primitive mask against the light's mask * Dynamic shadow casting also respects the channels * Only works on opaque materials, direct lighting, dynamic lighting * Not implemented for tiled deferred atm * This will replace CastsShadowsFromCinematicObjectsOnly in the future #rb Martin.Mittring Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New First pass at separate Async Compute Context #codereview Lee.Clark,Daniel.Wright #rb Gil.Gribb Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering Removed a lot of complexity of the skeletal mesh motionblur code (better for multithreading, simpler, faster) but going from one large buffer to per mesh buffers. Upload of bones only needed once. * GPUSkinCache didn't even work before (in this branch) * tested BasePass velocity * tested split screen * tested editor pause * matinee camera cut (no need, invalidates velocity) * tested CPU Skin? (never has motionblur) * tested CreateSceneProxy (recreation is prevented in CreteSceneProxy unless bone count changes) * test ES2 -featureleveles2 #rb: Rolando.Caloca Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data Embree integration into Lightmass Can be enabled through Lightmass.ini [DevOptions.StaticLighting]bUseEmbree. Also [DevOptions.StaticLighting]bVerifyEmbree will compare ray casting results. Only usable on Win64 with this submit. #review daniel.wright Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering added SSAO CS version, can be enabled with r.AmbientOcclusion.Compute 1 Not optimized yet #rb:Olaf.Piesche Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lightmass solver quality improvements * IndirectLightingScale is no longer applied to photons, avoids splotchy artifacts when using small scales * New 'Lightmass Portal' actor / component which tells the solver where to look for significant lighting. When lighting with a Static Skylight only, in a mostly indoor environment, setting up these portals is the only way to get high quality. * Skylight bounce lighting is now much more accurate and leverages adaptive sampling * Fixed a bug that effectively disabled adaptive sampling on high IndirectLightingQualities * Shadow penumbras are also improved by IndirectLightingQuality * Texel debugging is now a cvar 'r.TexelDebugging', instead of requiring a full recompile Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data Quad Complexity ViewMode (PCD3D_SM5 only). Shader Complexity with Quad Overhead ViewMode (PCD3D_SM5 only). Require ShaderComplexity ViewMode & Show.Visualize.QuadOverhead #review brian.karis Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering improved SSAO quality (less high frequency noise) to avoid TemporalAA smearing Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S DevRendering - Enable removing unused outputs on PS4 shader pipelines, disable by default removing unused on D3D (toggable with r.D3DRemoveUnusedInterpolators) #codereview Marcus.Wassmer Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev Submitting pull request from user Pierdek. Early out of particle collision module update if there are no active particles. #github #1614 Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Fixed the experimental r.RHICmdBalanceParallelLists 2 mode and renabled it for orion. Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Added a path so that texture streaming can avoid flushing the RHI thread. Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Added new PrimitiveComponent setting bSingleSampleShadowFromStationaryLights * When enabled, shadowing of a movable component from a stationary directional light will come from the Volume Lighting Samples precomputed by Lightmass * This provides essentially free on/off shadow receiving on dynamic objects, with a fade over time between states * Lighting has to be rebuilt once for this to work #rb Rolando.Caloca Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Dynamically set stream source to avoid creating a separate drawing policy for each static mesh with vertex colors. #rb Daniel.Wright Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data Enabled Embree by default #review daniel.wright ========================== ALL CHANGELISTS ========================== Change 2720123 on 2015/10/07 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - 'integrate' Tem' Change 2721682 on 2015/10/08 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Eliminated a fatal error ' Change 2721815 on 2015/10/08 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - Fix crash exiti' Change 2724755 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix Tier' Change 2724781 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix offse' Change 2728317 on 2015/10/14 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - hlslcc - Fix fo' Change 2729170 on 2015/10/14 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Force Lightmass volume sample g' Change 2732131 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed resource transition issue' Change 2732218 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code cleanup ' Change 2733533 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Clear stencil to 0 after decals' Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Capsule shadows * Capsule shado' Change 2733546 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Light shaft targets are only al' Change 2733602 on 2015/10/19 by Uriel.Doyon@uriel.doyon_office_data 'Decals not writing to Normal ca' Change 2733627 on 2015/10/19 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix for transition ensure. ' Change 2735292 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for dark lightmap precision' Change 2735298 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for speedtree LOD transitio' Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data 'Basepass drawlist are now merge' Change 2737214 on 2015/10/21 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Expanded a warning when importi' Change 2738581 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Updated comment on stencil usag' Change 2738583 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Changed bound but not set scene' Change 2738584 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed skylight occlusion maps b' Change 2738589 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmap streaming fixes * Chan' Change 2738593 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fix from licensee for race cond' Change 2738982 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Activating CanTickOnAnyThread f' Change 2739032 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Fixing compiler barf with Clang' Change 2741517 on 2015/10/26 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRindering - D3D12 - Integrat' Change 2743790 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed texel debugging on static' Change 2743958 on 2015/10/27 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comments ' Change 2744153 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Unity compile fix ' Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams 'Remove unused RHI methods: RHI' Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lighting channels - each compon' Change 2746242 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix crashes on init by swapping' Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'First pass at separate Async Co' Change 2746296 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Buffer label frees so we don't ' Change 2746297 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'updated comment ' Change 2746343 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746347 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746811 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Draw event for compute commandl' Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Removed a lot of complexity of ' Change 2747127 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Improved game console printout ' Change 2747702 on 2015/10/30 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Bumped Lightmass StaticMesh imp' Change 2747954 on 2015/10/30 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix SubmitDone not called TRC e' Change 2747979 on 2015/10/30 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'polish console autocomplete tex' Change 2750719 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Add Embree 2.7.0 for Win64 and ' Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Embree integration into Lightma' Change 2750872 on 2015/11/02 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2751934 on 2015/11/03 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Disambiguate template function ' Change 2752190 on 2015/11/03 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed assert relating to ' Change 2752333 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Shader pipeline ' Change 2752655 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - Fix Materials pa' Change 2752710 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2752711 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added better comment/help text ' Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added SSAO CS version, can be e' Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmass solver quality improv' Change 2752869 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Add shader pipel' Change 2752882 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - hlslcc - Metal -' Change 2752899 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'small SSAO GPU optimization mov' Change 2752934 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor GPU optimization for SSAO' Change 2753109 on 2015/11/03 by Uriel.Doyon@uriel.doyon_office_data 'Fixed final build ' Change 2753669 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed SM4 compiling ' Change 2754002 on 2015/11/04 by Nick.Penwarden@nickp_streams 'test change ' Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data 'Quad Complexity ViewMode (PCD3D' Change 2754115 on 2015/11/04 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed end of frame update' Change 2754297 on 2015/11/04 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'PS4 compile fixes #codereview U' Change 2754405 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor SSAO ALU optimizations fi' Change 2754512 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'adjusted clamp for cvar ' Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'improved SSAO quality (less hig' Change 2755572 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - PS4 warning fix ' Change 2755667 on 2015/11/05 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed UE-22742, leak in t' Change 2755722 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Remove unused co' Change 2755814 on 2015/11/05 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2755935 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Rebuild static m' Change 2756003 on 2015/11/05 by Uriel.Doyon@uriel.doyon_office_data 'Reduce the number of precompute' Change 2756145 on 2015/11/05 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Temp fix for GPU crash #rb none' Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Enable removing ' Change 2756435 on 2015/11/05 by Olaf.Piesche@Olaf.Piesche_roaming 'Disabling a check, to fix OR-85' Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev 'Submitting pull request from us' Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed the experimental r.' Change 2757341 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Changed the RHI thread di' Change 2757342 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed lazy uniform buffer' Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Added a path so that text' Change 2757500 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Add FrameSync to externalprofil' Change 2757650 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'GBuffer should only be consider' Change 2757665 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'UE-22816 Instruction count is n' Change 2757834 on 2015/11/06 by Michael.Trepka@Michael.Trepka_a4202_Dev-Rendering 'Embree integration into Lightma' Change 2757930 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix UT ensure #rb Peter.Knepley' Change 2757931 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix Ocean ensure #rb josh.ander' Change 2757946 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Removed invalid Lightmass asser' Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Added new PrimitiveComponent se' Change 2758049 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'OR-8600 CRASH: AllocationLeveli' Change 2758059 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'r.DumpTransitionsForResource #r' Change 2758082 on 2015/11/06 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix resource tra' Change 2758879 on 2015/11/09 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix PSSL names f' Change 2758911 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed accidental force di' Change 2758968 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled single frame buffer us' Change 2758991 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix togglerhithread crash #rb G' Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Dynamically set stream so' Change 2759063 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed UE-22368 CLONE - GitHub 1' Change 2759073 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code quality improvements' Change 2759501 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix particle ensure. ' Change 2759522 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix decals using CustomStencil.' Change 2759610 on 2015/11/09 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed line light source shadows' Change 2759634 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Refined GBufferA resolving when' Change 2759657 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Fixed ResourceTransition with r' Change 2759693 on 2015/11/09 by Rolando.Caloca@Rolando.Caloca_T4688_S 'DevRendering - Fixed global sha' Change 2759771 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Fixed editor hit proxy renderin' Change 2760188 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled some more deferred dec' Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data 'Enabled Embree by default #revi' [CL 2761339 by Nick Penwarden in Main branch]
2015-11-10 17:11:09 -05:00
FRelevancePrimSet<FPrimitiveSceneInfo*> LazyUpdatePrimitives;
FRelevancePrimSet<FPrimitiveSceneInfo*> DirtyPrecomputedLightingBufferPrimitives;
FRelevancePrimSet<FPrimitiveSceneInfo*> VisibleEditorPrimitives;
uint16 CombinedShadingModelMask;
bool bUsesGlobalDistanceField;
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Capsule shadows * Capsule shadows excel at extremely soft area shadows caused by a large light source angle, but don't support accurate self-shadowing * Artists can setup a physics asset containing Spheres and Sphyls (capsules) for a skeletal mesh that will be used to represent the mesh's occlusion * These shapes can then be used for direct shadowing (bCastCapsuleDirectShadow) on a skeletal mesh component, whose softness depends on the light source angle / radius * The shapes can also be used to create an indirect shadow (bCastCapsuleIndirectShadow), whose direction and softness is derived from the precomputed sky occlusion (stationary sky light) or primary indirect lighting (static sky light) * Capsule shadowing is computed at half res and uses tiled deferred culling for efficiency - only implemented for PC SM5 + PS4 so far * Shadowing of movable skylights is not yet supported Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data Basepass drawlist are now merged within a single drawlist. Lighting policy parameters are now accessed through a uniform buffer. Changed the global resource initialization so that InitRHI now comes before InitDynamicRHI #codereview nick.penwarden Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams Remove unused RHI methods: RHIIsDrawingViewport RHIGpuTimeBegin RHIGpuTimeEnd Made default/empty versions of these calls and removed stubs from RHIs that don't use them: RHISuspendRendering RHIResumeRendering RHIIsRenderingSuspended Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lighting channels - each component and light can choose from 3 channels * Primitives output their channel mask to stencil during the base pass, the masks are copied to a texture after the base pass, deferred lighting passes compare the primitive mask against the light's mask * Dynamic shadow casting also respects the channels * Only works on opaque materials, direct lighting, dynamic lighting * Not implemented for tiled deferred atm * This will replace CastsShadowsFromCinematicObjectsOnly in the future #rb Martin.Mittring Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New First pass at separate Async Compute Context #codereview Lee.Clark,Daniel.Wright #rb Gil.Gribb Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering Removed a lot of complexity of the skeletal mesh motionblur code (better for multithreading, simpler, faster) but going from one large buffer to per mesh buffers. Upload of bones only needed once. * GPUSkinCache didn't even work before (in this branch) * tested BasePass velocity * tested split screen * tested editor pause * matinee camera cut (no need, invalidates velocity) * tested CPU Skin? (never has motionblur) * tested CreateSceneProxy (recreation is prevented in CreteSceneProxy unless bone count changes) * test ES2 -featureleveles2 #rb: Rolando.Caloca Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data Embree integration into Lightmass Can be enabled through Lightmass.ini [DevOptions.StaticLighting]bUseEmbree. Also [DevOptions.StaticLighting]bVerifyEmbree will compare ray casting results. Only usable on Win64 with this submit. #review daniel.wright Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering added SSAO CS version, can be enabled with r.AmbientOcclusion.Compute 1 Not optimized yet #rb:Olaf.Piesche Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lightmass solver quality improvements * IndirectLightingScale is no longer applied to photons, avoids splotchy artifacts when using small scales * New 'Lightmass Portal' actor / component which tells the solver where to look for significant lighting. When lighting with a Static Skylight only, in a mostly indoor environment, setting up these portals is the only way to get high quality. * Skylight bounce lighting is now much more accurate and leverages adaptive sampling * Fixed a bug that effectively disabled adaptive sampling on high IndirectLightingQualities * Shadow penumbras are also improved by IndirectLightingQuality * Texel debugging is now a cvar 'r.TexelDebugging', instead of requiring a full recompile Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data Quad Complexity ViewMode (PCD3D_SM5 only). Shader Complexity with Quad Overhead ViewMode (PCD3D_SM5 only). Require ShaderComplexity ViewMode & Show.Visualize.QuadOverhead #review brian.karis Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering improved SSAO quality (less high frequency noise) to avoid TemporalAA smearing Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S DevRendering - Enable removing unused outputs on PS4 shader pipelines, disable by default removing unused on D3D (toggable with r.D3DRemoveUnusedInterpolators) #codereview Marcus.Wassmer Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev Submitting pull request from user Pierdek. Early out of particle collision module update if there are no active particles. #github #1614 Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Fixed the experimental r.RHICmdBalanceParallelLists 2 mode and renabled it for orion. Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Added a path so that texture streaming can avoid flushing the RHI thread. Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Added new PrimitiveComponent setting bSingleSampleShadowFromStationaryLights * When enabled, shadowing of a movable component from a stationary directional light will come from the Volume Lighting Samples precomputed by Lightmass * This provides essentially free on/off shadow receiving on dynamic objects, with a fade over time between states * Lighting has to be rebuilt once for this to work #rb Rolando.Caloca Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Dynamically set stream source to avoid creating a separate drawing policy for each static mesh with vertex colors. #rb Daniel.Wright Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data Enabled Embree by default #review daniel.wright ========================== ALL CHANGELISTS ========================== Change 2720123 on 2015/10/07 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - 'integrate' Tem' Change 2721682 on 2015/10/08 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Eliminated a fatal error ' Change 2721815 on 2015/10/08 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - Fix crash exiti' Change 2724755 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix Tier' Change 2724781 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix offse' Change 2728317 on 2015/10/14 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - hlslcc - Fix fo' Change 2729170 on 2015/10/14 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Force Lightmass volume sample g' Change 2732131 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed resource transition issue' Change 2732218 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code cleanup ' Change 2733533 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Clear stencil to 0 after decals' Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Capsule shadows * Capsule shado' Change 2733546 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Light shaft targets are only al' Change 2733602 on 2015/10/19 by Uriel.Doyon@uriel.doyon_office_data 'Decals not writing to Normal ca' Change 2733627 on 2015/10/19 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix for transition ensure. ' Change 2735292 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for dark lightmap precision' Change 2735298 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for speedtree LOD transitio' Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data 'Basepass drawlist are now merge' Change 2737214 on 2015/10/21 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Expanded a warning when importi' Change 2738581 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Updated comment on stencil usag' Change 2738583 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Changed bound but not set scene' Change 2738584 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed skylight occlusion maps b' Change 2738589 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmap streaming fixes * Chan' Change 2738593 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fix from licensee for race cond' Change 2738982 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Activating CanTickOnAnyThread f' Change 2739032 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Fixing compiler barf with Clang' Change 2741517 on 2015/10/26 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRindering - D3D12 - Integrat' Change 2743790 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed texel debugging on static' Change 2743958 on 2015/10/27 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comments ' Change 2744153 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Unity compile fix ' Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams 'Remove unused RHI methods: RHI' Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lighting channels - each compon' Change 2746242 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix crashes on init by swapping' Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'First pass at separate Async Co' Change 2746296 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Buffer label frees so we don't ' Change 2746297 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'updated comment ' Change 2746343 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746347 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746811 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Draw event for compute commandl' Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Removed a lot of complexity of ' Change 2747127 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Improved game console printout ' Change 2747702 on 2015/10/30 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Bumped Lightmass StaticMesh imp' Change 2747954 on 2015/10/30 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix SubmitDone not called TRC e' Change 2747979 on 2015/10/30 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'polish console autocomplete tex' Change 2750719 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Add Embree 2.7.0 for Win64 and ' Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Embree integration into Lightma' Change 2750872 on 2015/11/02 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2751934 on 2015/11/03 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Disambiguate template function ' Change 2752190 on 2015/11/03 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed assert relating to ' Change 2752333 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Shader pipeline ' Change 2752655 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - Fix Materials pa' Change 2752710 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2752711 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added better comment/help text ' Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added SSAO CS version, can be e' Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmass solver quality improv' Change 2752869 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Add shader pipel' Change 2752882 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - hlslcc - Metal -' Change 2752899 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'small SSAO GPU optimization mov' Change 2752934 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor GPU optimization for SSAO' Change 2753109 on 2015/11/03 by Uriel.Doyon@uriel.doyon_office_data 'Fixed final build ' Change 2753669 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed SM4 compiling ' Change 2754002 on 2015/11/04 by Nick.Penwarden@nickp_streams 'test change ' Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data 'Quad Complexity ViewMode (PCD3D' Change 2754115 on 2015/11/04 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed end of frame update' Change 2754297 on 2015/11/04 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'PS4 compile fixes #codereview U' Change 2754405 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor SSAO ALU optimizations fi' Change 2754512 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'adjusted clamp for cvar ' Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'improved SSAO quality (less hig' Change 2755572 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - PS4 warning fix ' Change 2755667 on 2015/11/05 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed UE-22742, leak in t' Change 2755722 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Remove unused co' Change 2755814 on 2015/11/05 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2755935 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Rebuild static m' Change 2756003 on 2015/11/05 by Uriel.Doyon@uriel.doyon_office_data 'Reduce the number of precompute' Change 2756145 on 2015/11/05 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Temp fix for GPU crash #rb none' Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Enable removing ' Change 2756435 on 2015/11/05 by Olaf.Piesche@Olaf.Piesche_roaming 'Disabling a check, to fix OR-85' Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev 'Submitting pull request from us' Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed the experimental r.' Change 2757341 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Changed the RHI thread di' Change 2757342 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed lazy uniform buffer' Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Added a path so that text' Change 2757500 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Add FrameSync to externalprofil' Change 2757650 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'GBuffer should only be consider' Change 2757665 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'UE-22816 Instruction count is n' Change 2757834 on 2015/11/06 by Michael.Trepka@Michael.Trepka_a4202_Dev-Rendering 'Embree integration into Lightma' Change 2757930 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix UT ensure #rb Peter.Knepley' Change 2757931 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix Ocean ensure #rb josh.ander' Change 2757946 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Removed invalid Lightmass asser' Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Added new PrimitiveComponent se' Change 2758049 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'OR-8600 CRASH: AllocationLeveli' Change 2758059 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'r.DumpTransitionsForResource #r' Change 2758082 on 2015/11/06 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix resource tra' Change 2758879 on 2015/11/09 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix PSSL names f' Change 2758911 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed accidental force di' Change 2758968 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled single frame buffer us' Change 2758991 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix togglerhithread crash #rb G' Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Dynamically set stream so' Change 2759063 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed UE-22368 CLONE - GitHub 1' Change 2759073 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code quality improvements' Change 2759501 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix particle ensure. ' Change 2759522 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix decals using CustomStencil.' Change 2759610 on 2015/11/09 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed line light source shadows' Change 2759634 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Refined GBufferA resolving when' Change 2759657 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Fixed ResourceTransition with r' Change 2759693 on 2015/11/09 by Rolando.Caloca@Rolando.Caloca_T4688_S 'DevRendering - Fixed global sha' Change 2759771 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Fixed editor hit proxy renderin' Change 2760188 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled some more deferred dec' Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data 'Enabled Embree by default #revi' [CL 2761339 by Nick Penwarden in Main branch]
2015-11-10 17:11:09 -05:00
bool bUsesLightingChannels;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3028958 on 2016/06/27 by Ben.Woodhouse Fix for perf issue with GetSingleFinalDataConst This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent. Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini) #jira UE-26179 Change 3029401 on 2016/06/27 by Rolando.Caloca DR - More vk logging Change 3029549 on 2016/06/27 by Uriel.Doyon Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming. New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget. Fixed crash when disabling texture streaming. Fixed issue when disabling texture streaming that would make current loaded texture low res. New logic to prevent retrying to cancel a streaming request more than once. Pending load request of one extra mip will not be cancelled anymore. Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds(). #jira UE-32197 #jira UE-31102 Change 3029837 on 2016/06/27 by David.Hill Fixed Shutter SM4 not working when using compute shader eye-adaptation #jira UE-32443 The default eye adaptation value was missing. Change 3030039 on 2016/06/27 by Uriel.Doyon Fix for crash when landscape materials are used in the Texture Streaming Build. #jira UE-32196 Change 3030081 on 2016/06/27 by Uriel.Doyon Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled. Change 3030401 on 2016/06/28 by Ben.Woodhouse Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11) #jira UE-31238 Change 3030607 on 2016/06/28 by Marc.Olano Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use. Change 3030627 on 2016/06/28 by Ben.Woodhouse Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015). Change 3030809 on 2016/06/28 by Marc.Olano Noise shader function rename & perf improvement. Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips. Change 3030850 on 2016/06/28 by Marc.Olano Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match. Change 3030981 on 2016/06/28 by Rolando.Caloca DR - vk - More logging Change 3031056 on 2016/06/28 by Marc.Olano Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map Change 3031398 on 2016/06/28 by Benjamin.Hyder updating TM-Shadermodels (correcting Mt Rushmore) Change 3031441 on 2016/06/28 by Marc.Olano Use only float version of BBS shader rand function for ES2 Change 3031463 on 2016/06/28 by John.Billon Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting). #Jira UE-32020 Change 3031512 on 2016/06/28 by Zabir.Hoque Relax clear flags for DX12 RHIs. Properly flush pending commands before residency is updated. Change 3031517 on 2016/06/28 by Rolando.Caloca DR - vk logging using r.Vulkan.DumpLayer Change 3032359 on 2016/06/29 by Allan.Bentham Fix mobile shadows crash. Change 3032431 on 2016/06/29 by Gil.Gribb Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering) Change 3032757 on 2016/06/29 by Uriel.Doyon Fixed global mip bias being applied twice following integration with main. Change 3033121 on 2016/06/29 by Rolando.Caloca DR - vk - Logging Change 3033529 on 2016/06/29 by Daniel.Wright Null world guard on UReflectionCaptureComponent::ReadbackFromGPU Change 3033668 on 2016/06/29 by Uriel.Doyon Grouped texture streaming settings to simplify logic. New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias #jira UE-32118 Change 3034403 on 2016/06/30 by Rolando.Caloca DR - Shorten dumped shader debug strings Change 3034475 on 2016/06/30 by Rolando.Caloca DR - Missing logging Change 3034722 on 2016/06/30 by Uriel.Doyon Improved StreamingAccuracy viewmodes with alpha test and translucent materials #jira UE-32656 Change 3034797 on 2016/06/30 by Rolando.Caloca DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again Change 3034799 on 2016/06/30 by Rolando.Caloca DR - vk - missed file Change 3034905 on 2016/06/30 by Rolando.Caloca DR - vk - Fix for render passes being reused with wrong dimensions Change 3035503 on 2016/07/01 by Simon.Tovey Async compute version of translucency lighting volume clear. Change 3035577 on 2016/07/01 by Marc.Olano Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture. Change 3035587 on 2016/07/01 by Ben.Woodhouse Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait) #jira UE-32709 Change 3035618 on 2016/07/01 by Olaf.Piesche Asset fixes Change 3035692 on 2016/07/01 by Rolando.Caloca DR - vk - Deferred deletion queue Change 3035808 on 2016/07/01 by Rolando.Caloca DR - vk - Stat for deletion time, fixed some logging Change 3036012 on 2016/07/01 by John.Billon Alpha Coverage Preservation -Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation. #Jira UE-31986 Change 3036041 on 2016/07/01 by Rolando.Caloca DR - vk - Fix for 32bit Change 3036433 on 2016/07/01 by Rolando.Caloca DR - More vk logging Change 3036935 on 2016/07/04 by Simon.Tovey Removing Data Objects Change 3036942 on 2016/07/04 by Ben.Woodhouse Fix for decal rendering resource leak The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it. The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets. #jira UE-32602 Change 3037563 on 2016/07/05 by Chris.Bunner HLOD self-shadowing in baked lighting fix. Change 3037640 on 2016/07/05 by Marcus.Wassmer Fix bug in USE_GPU_OVERWRITE_CHECKING Change 3037927 on 2016/07/05 by Rolando.Caloca DR - Fix touch pads not showing on Vulkan #jira UE-32062 Change 3038085 on 2016/07/05 by Chris.Bunner HLOD dynamic shadowing support. #jira UE-22627 Change 3038209 on 2016/07/05 by Rolando.Caloca DR - vk - Android compile fix Change 3038644 on 2016/07/05 by Uriel.Doyon Added LerpRange that allows to lerp between two rotators without taking the sortest path. Change 3038820 on 2016/07/05 by Uriel.Doyon Selecting streaming accuracy view modes will not automatically generate missing visualization data. Change 3039332 on 2016/07/06 by John.Billon -Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem. #Jira UE-31710 Change 3039454 on 2016/07/06 by Simon.Tovey Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times. Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined. Plus a few other edits to remove Curves/DataObjects that I missed in last CL. Change 3039517 on 2016/07/06 by Gil.Gribb Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering) Change 3039587 on 2016/07/06 by Rolando.Caloca DR - vk logging, submit counter Change 3039603 on 2016/07/06 by Rolando.Caloca DR - Allow more samplers on GL4 #jira UE-32628 #jira UE-32744 Change 3039661 on 2016/07/06 by Daniel.Wright Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0' Skylight occlusion tint now applies to specular Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor Change 3039960 on 2016/07/06 by Daniel.Wright Forward renderer initial implementation * Point and spot lights are culled to a frustum space grid, base pass loops over culled lights. * Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass. * New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize * A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth. * Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping. * GBuffer render targets are still allocated * Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly * Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path * Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures Change 3040050 on 2016/07/06 by Daniel.Wright Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps Change 3040160 on 2016/07/06 by Daniel.Wright Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space Change 3040163 on 2016/07/06 by Rolando.Caloca DR - vk - More logging Change 3040257 on 2016/07/06 by Daniel.Wright Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early Change 3040316 on 2016/07/06 by Daniel.Wright PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee Change 3040361 on 2016/07/06 by Daniel.Wright Fixed TexCreate_UAV being used on translucency volume textures in SM4 Change 3040402 on 2016/07/06 by Rolando.Caloca DR - vk - Make host mem accesses coherent Change 3040486 on 2016/07/06 by Daniel.Wright CIS fixes Change 3041028 on 2016/07/07 by Gil.Gribb Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering) Change 3041235 on 2016/07/07 by Simon.Tovey Compile fix for FName conflict on UProperty (hopefully). Change 3041666 on 2016/07/07 by Daniel.Wright Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume Change 3041731 on 2016/07/07 by Olaf.Piesche Adding Niagara to dynamically loaded module list; should fix UE-32915 Change 3042181 on 2016/07/07 by Daniel.Wright CIS fix [CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
bool bTranslucentSurfaceLighting;
FRelevancePacket(
FRHICommandListImmediate& InRHICmdList,
const FScene* InScene,
const FViewInfo& InView,
uint8 InViewBit,
const FMarkRelevantStaticMeshesForViewData& InViewData,
FPrimitiveViewMasks& InOutHasDynamicMeshElementsMasks,
FPrimitiveViewMasks& InOutHasDynamicEditorMeshElementsMasks,
uint8* InMarkMasks)
: CurrentWorldTime(InView.Family->CurrentWorldTime)
, DeltaWorldTime(InView.Family->DeltaWorldTime)
, RHICmdList(InRHICmdList)
, Scene(InScene)
, View(InView)
, ViewBit(InViewBit)
, ViewData(InViewData)
, OutHasDynamicMeshElementsMasks(InOutHasDynamicMeshElementsMasks)
, OutHasDynamicEditorMeshElementsMasks(InOutHasDynamicEditorMeshElementsMasks)
, MarkMasks(InMarkMasks)
, CombinedShadingModelMask(0)
, bUsesGlobalDistanceField(false)
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Capsule shadows * Capsule shadows excel at extremely soft area shadows caused by a large light source angle, but don't support accurate self-shadowing * Artists can setup a physics asset containing Spheres and Sphyls (capsules) for a skeletal mesh that will be used to represent the mesh's occlusion * These shapes can then be used for direct shadowing (bCastCapsuleDirectShadow) on a skeletal mesh component, whose softness depends on the light source angle / radius * The shapes can also be used to create an indirect shadow (bCastCapsuleIndirectShadow), whose direction and softness is derived from the precomputed sky occlusion (stationary sky light) or primary indirect lighting (static sky light) * Capsule shadowing is computed at half res and uses tiled deferred culling for efficiency - only implemented for PC SM5 + PS4 so far * Shadowing of movable skylights is not yet supported Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data Basepass drawlist are now merged within a single drawlist. Lighting policy parameters are now accessed through a uniform buffer. Changed the global resource initialization so that InitRHI now comes before InitDynamicRHI #codereview nick.penwarden Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams Remove unused RHI methods: RHIIsDrawingViewport RHIGpuTimeBegin RHIGpuTimeEnd Made default/empty versions of these calls and removed stubs from RHIs that don't use them: RHISuspendRendering RHIResumeRendering RHIIsRenderingSuspended Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lighting channels - each component and light can choose from 3 channels * Primitives output their channel mask to stencil during the base pass, the masks are copied to a texture after the base pass, deferred lighting passes compare the primitive mask against the light's mask * Dynamic shadow casting also respects the channels * Only works on opaque materials, direct lighting, dynamic lighting * Not implemented for tiled deferred atm * This will replace CastsShadowsFromCinematicObjectsOnly in the future #rb Martin.Mittring Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New First pass at separate Async Compute Context #codereview Lee.Clark,Daniel.Wright #rb Gil.Gribb Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering Removed a lot of complexity of the skeletal mesh motionblur code (better for multithreading, simpler, faster) but going from one large buffer to per mesh buffers. Upload of bones only needed once. * GPUSkinCache didn't even work before (in this branch) * tested BasePass velocity * tested split screen * tested editor pause * matinee camera cut (no need, invalidates velocity) * tested CPU Skin? (never has motionblur) * tested CreateSceneProxy (recreation is prevented in CreteSceneProxy unless bone count changes) * test ES2 -featureleveles2 #rb: Rolando.Caloca Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data Embree integration into Lightmass Can be enabled through Lightmass.ini [DevOptions.StaticLighting]bUseEmbree. Also [DevOptions.StaticLighting]bVerifyEmbree will compare ray casting results. Only usable on Win64 with this submit. #review daniel.wright Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering added SSAO CS version, can be enabled with r.AmbientOcclusion.Compute 1 Not optimized yet #rb:Olaf.Piesche Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lightmass solver quality improvements * IndirectLightingScale is no longer applied to photons, avoids splotchy artifacts when using small scales * New 'Lightmass Portal' actor / component which tells the solver where to look for significant lighting. When lighting with a Static Skylight only, in a mostly indoor environment, setting up these portals is the only way to get high quality. * Skylight bounce lighting is now much more accurate and leverages adaptive sampling * Fixed a bug that effectively disabled adaptive sampling on high IndirectLightingQualities * Shadow penumbras are also improved by IndirectLightingQuality * Texel debugging is now a cvar 'r.TexelDebugging', instead of requiring a full recompile Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data Quad Complexity ViewMode (PCD3D_SM5 only). Shader Complexity with Quad Overhead ViewMode (PCD3D_SM5 only). Require ShaderComplexity ViewMode & Show.Visualize.QuadOverhead #review brian.karis Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering improved SSAO quality (less high frequency noise) to avoid TemporalAA smearing Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S DevRendering - Enable removing unused outputs on PS4 shader pipelines, disable by default removing unused on D3D (toggable with r.D3DRemoveUnusedInterpolators) #codereview Marcus.Wassmer Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev Submitting pull request from user Pierdek. Early out of particle collision module update if there are no active particles. #github #1614 Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Fixed the experimental r.RHICmdBalanceParallelLists 2 mode and renabled it for orion. Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Added a path so that texture streaming can avoid flushing the RHI thread. Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Added new PrimitiveComponent setting bSingleSampleShadowFromStationaryLights * When enabled, shadowing of a movable component from a stationary directional light will come from the Volume Lighting Samples precomputed by Lightmass * This provides essentially free on/off shadow receiving on dynamic objects, with a fade over time between states * Lighting has to be rebuilt once for this to work #rb Rolando.Caloca Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Dynamically set stream source to avoid creating a separate drawing policy for each static mesh with vertex colors. #rb Daniel.Wright Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data Enabled Embree by default #review daniel.wright ========================== ALL CHANGELISTS ========================== Change 2720123 on 2015/10/07 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - 'integrate' Tem' Change 2721682 on 2015/10/08 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Eliminated a fatal error ' Change 2721815 on 2015/10/08 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - Fix crash exiti' Change 2724755 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix Tier' Change 2724781 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix offse' Change 2728317 on 2015/10/14 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - hlslcc - Fix fo' Change 2729170 on 2015/10/14 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Force Lightmass volume sample g' Change 2732131 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed resource transition issue' Change 2732218 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code cleanup ' Change 2733533 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Clear stencil to 0 after decals' Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Capsule shadows * Capsule shado' Change 2733546 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Light shaft targets are only al' Change 2733602 on 2015/10/19 by Uriel.Doyon@uriel.doyon_office_data 'Decals not writing to Normal ca' Change 2733627 on 2015/10/19 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix for transition ensure. ' Change 2735292 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for dark lightmap precision' Change 2735298 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for speedtree LOD transitio' Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data 'Basepass drawlist are now merge' Change 2737214 on 2015/10/21 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Expanded a warning when importi' Change 2738581 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Updated comment on stencil usag' Change 2738583 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Changed bound but not set scene' Change 2738584 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed skylight occlusion maps b' Change 2738589 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmap streaming fixes * Chan' Change 2738593 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fix from licensee for race cond' Change 2738982 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Activating CanTickOnAnyThread f' Change 2739032 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Fixing compiler barf with Clang' Change 2741517 on 2015/10/26 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRindering - D3D12 - Integrat' Change 2743790 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed texel debugging on static' Change 2743958 on 2015/10/27 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comments ' Change 2744153 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Unity compile fix ' Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams 'Remove unused RHI methods: RHI' Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lighting channels - each compon' Change 2746242 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix crashes on init by swapping' Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'First pass at separate Async Co' Change 2746296 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Buffer label frees so we don't ' Change 2746297 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'updated comment ' Change 2746343 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746347 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746811 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Draw event for compute commandl' Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Removed a lot of complexity of ' Change 2747127 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Improved game console printout ' Change 2747702 on 2015/10/30 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Bumped Lightmass StaticMesh imp' Change 2747954 on 2015/10/30 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix SubmitDone not called TRC e' Change 2747979 on 2015/10/30 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'polish console autocomplete tex' Change 2750719 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Add Embree 2.7.0 for Win64 and ' Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Embree integration into Lightma' Change 2750872 on 2015/11/02 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2751934 on 2015/11/03 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Disambiguate template function ' Change 2752190 on 2015/11/03 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed assert relating to ' Change 2752333 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Shader pipeline ' Change 2752655 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - Fix Materials pa' Change 2752710 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2752711 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added better comment/help text ' Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added SSAO CS version, can be e' Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmass solver quality improv' Change 2752869 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Add shader pipel' Change 2752882 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - hlslcc - Metal -' Change 2752899 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'small SSAO GPU optimization mov' Change 2752934 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor GPU optimization for SSAO' Change 2753109 on 2015/11/03 by Uriel.Doyon@uriel.doyon_office_data 'Fixed final build ' Change 2753669 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed SM4 compiling ' Change 2754002 on 2015/11/04 by Nick.Penwarden@nickp_streams 'test change ' Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data 'Quad Complexity ViewMode (PCD3D' Change 2754115 on 2015/11/04 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed end of frame update' Change 2754297 on 2015/11/04 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'PS4 compile fixes #codereview U' Change 2754405 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor SSAO ALU optimizations fi' Change 2754512 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'adjusted clamp for cvar ' Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'improved SSAO quality (less hig' Change 2755572 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - PS4 warning fix ' Change 2755667 on 2015/11/05 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed UE-22742, leak in t' Change 2755722 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Remove unused co' Change 2755814 on 2015/11/05 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2755935 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Rebuild static m' Change 2756003 on 2015/11/05 by Uriel.Doyon@uriel.doyon_office_data 'Reduce the number of precompute' Change 2756145 on 2015/11/05 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Temp fix for GPU crash #rb none' Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Enable removing ' Change 2756435 on 2015/11/05 by Olaf.Piesche@Olaf.Piesche_roaming 'Disabling a check, to fix OR-85' Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev 'Submitting pull request from us' Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed the experimental r.' Change 2757341 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Changed the RHI thread di' Change 2757342 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed lazy uniform buffer' Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Added a path so that text' Change 2757500 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Add FrameSync to externalprofil' Change 2757650 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'GBuffer should only be consider' Change 2757665 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'UE-22816 Instruction count is n' Change 2757834 on 2015/11/06 by Michael.Trepka@Michael.Trepka_a4202_Dev-Rendering 'Embree integration into Lightma' Change 2757930 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix UT ensure #rb Peter.Knepley' Change 2757931 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix Ocean ensure #rb josh.ander' Change 2757946 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Removed invalid Lightmass asser' Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Added new PrimitiveComponent se' Change 2758049 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'OR-8600 CRASH: AllocationLeveli' Change 2758059 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'r.DumpTransitionsForResource #r' Change 2758082 on 2015/11/06 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix resource tra' Change 2758879 on 2015/11/09 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix PSSL names f' Change 2758911 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed accidental force di' Change 2758968 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled single frame buffer us' Change 2758991 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix togglerhithread crash #rb G' Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Dynamically set stream so' Change 2759063 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed UE-22368 CLONE - GitHub 1' Change 2759073 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code quality improvements' Change 2759501 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix particle ensure. ' Change 2759522 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix decals using CustomStencil.' Change 2759610 on 2015/11/09 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed line light source shadows' Change 2759634 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Refined GBufferA resolving when' Change 2759657 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Fixed ResourceTransition with r' Change 2759693 on 2015/11/09 by Rolando.Caloca@Rolando.Caloca_T4688_S 'DevRendering - Fixed global sha' Change 2759771 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Fixed editor hit proxy renderin' Change 2760188 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled some more deferred dec' Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data 'Enabled Embree by default #revi' [CL 2761339 by Nick Penwarden in Main branch]
2015-11-10 17:11:09 -05:00
, bUsesLightingChannels(false)
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
, bTranslucentSurfaceLighting(false)
{
}
void AnyThreadTask()
{
ComputeRelevance();
MarkRelevant();
}
void ComputeRelevance()
{
CombinedShadingModelMask = 0;
bUsesGlobalDistanceField = false;
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Capsule shadows * Capsule shadows excel at extremely soft area shadows caused by a large light source angle, but don't support accurate self-shadowing * Artists can setup a physics asset containing Spheres and Sphyls (capsules) for a skeletal mesh that will be used to represent the mesh's occlusion * These shapes can then be used for direct shadowing (bCastCapsuleDirectShadow) on a skeletal mesh component, whose softness depends on the light source angle / radius * The shapes can also be used to create an indirect shadow (bCastCapsuleIndirectShadow), whose direction and softness is derived from the precomputed sky occlusion (stationary sky light) or primary indirect lighting (static sky light) * Capsule shadowing is computed at half res and uses tiled deferred culling for efficiency - only implemented for PC SM5 + PS4 so far * Shadowing of movable skylights is not yet supported Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data Basepass drawlist are now merged within a single drawlist. Lighting policy parameters are now accessed through a uniform buffer. Changed the global resource initialization so that InitRHI now comes before InitDynamicRHI #codereview nick.penwarden Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams Remove unused RHI methods: RHIIsDrawingViewport RHIGpuTimeBegin RHIGpuTimeEnd Made default/empty versions of these calls and removed stubs from RHIs that don't use them: RHISuspendRendering RHIResumeRendering RHIIsRenderingSuspended Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lighting channels - each component and light can choose from 3 channels * Primitives output their channel mask to stencil during the base pass, the masks are copied to a texture after the base pass, deferred lighting passes compare the primitive mask against the light's mask * Dynamic shadow casting also respects the channels * Only works on opaque materials, direct lighting, dynamic lighting * Not implemented for tiled deferred atm * This will replace CastsShadowsFromCinematicObjectsOnly in the future #rb Martin.Mittring Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New First pass at separate Async Compute Context #codereview Lee.Clark,Daniel.Wright #rb Gil.Gribb Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering Removed a lot of complexity of the skeletal mesh motionblur code (better for multithreading, simpler, faster) but going from one large buffer to per mesh buffers. Upload of bones only needed once. * GPUSkinCache didn't even work before (in this branch) * tested BasePass velocity * tested split screen * tested editor pause * matinee camera cut (no need, invalidates velocity) * tested CPU Skin? (never has motionblur) * tested CreateSceneProxy (recreation is prevented in CreteSceneProxy unless bone count changes) * test ES2 -featureleveles2 #rb: Rolando.Caloca Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data Embree integration into Lightmass Can be enabled through Lightmass.ini [DevOptions.StaticLighting]bUseEmbree. Also [DevOptions.StaticLighting]bVerifyEmbree will compare ray casting results. Only usable on Win64 with this submit. #review daniel.wright Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering added SSAO CS version, can be enabled with r.AmbientOcclusion.Compute 1 Not optimized yet #rb:Olaf.Piesche Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lightmass solver quality improvements * IndirectLightingScale is no longer applied to photons, avoids splotchy artifacts when using small scales * New 'Lightmass Portal' actor / component which tells the solver where to look for significant lighting. When lighting with a Static Skylight only, in a mostly indoor environment, setting up these portals is the only way to get high quality. * Skylight bounce lighting is now much more accurate and leverages adaptive sampling * Fixed a bug that effectively disabled adaptive sampling on high IndirectLightingQualities * Shadow penumbras are also improved by IndirectLightingQuality * Texel debugging is now a cvar 'r.TexelDebugging', instead of requiring a full recompile Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data Quad Complexity ViewMode (PCD3D_SM5 only). Shader Complexity with Quad Overhead ViewMode (PCD3D_SM5 only). Require ShaderComplexity ViewMode & Show.Visualize.QuadOverhead #review brian.karis Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering improved SSAO quality (less high frequency noise) to avoid TemporalAA smearing Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S DevRendering - Enable removing unused outputs on PS4 shader pipelines, disable by default removing unused on D3D (toggable with r.D3DRemoveUnusedInterpolators) #codereview Marcus.Wassmer Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev Submitting pull request from user Pierdek. Early out of particle collision module update if there are no active particles. #github #1614 Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Fixed the experimental r.RHICmdBalanceParallelLists 2 mode and renabled it for orion. Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Added a path so that texture streaming can avoid flushing the RHI thread. Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Added new PrimitiveComponent setting bSingleSampleShadowFromStationaryLights * When enabled, shadowing of a movable component from a stationary directional light will come from the Volume Lighting Samples precomputed by Lightmass * This provides essentially free on/off shadow receiving on dynamic objects, with a fade over time between states * Lighting has to be rebuilt once for this to work #rb Rolando.Caloca Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Dynamically set stream source to avoid creating a separate drawing policy for each static mesh with vertex colors. #rb Daniel.Wright Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data Enabled Embree by default #review daniel.wright ========================== ALL CHANGELISTS ========================== Change 2720123 on 2015/10/07 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - 'integrate' Tem' Change 2721682 on 2015/10/08 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Eliminated a fatal error ' Change 2721815 on 2015/10/08 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - Fix crash exiti' Change 2724755 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix Tier' Change 2724781 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix offse' Change 2728317 on 2015/10/14 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - hlslcc - Fix fo' Change 2729170 on 2015/10/14 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Force Lightmass volume sample g' Change 2732131 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed resource transition issue' Change 2732218 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code cleanup ' Change 2733533 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Clear stencil to 0 after decals' Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Capsule shadows * Capsule shado' Change 2733546 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Light shaft targets are only al' Change 2733602 on 2015/10/19 by Uriel.Doyon@uriel.doyon_office_data 'Decals not writing to Normal ca' Change 2733627 on 2015/10/19 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix for transition ensure. ' Change 2735292 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for dark lightmap precision' Change 2735298 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for speedtree LOD transitio' Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data 'Basepass drawlist are now merge' Change 2737214 on 2015/10/21 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Expanded a warning when importi' Change 2738581 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Updated comment on stencil usag' Change 2738583 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Changed bound but not set scene' Change 2738584 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed skylight occlusion maps b' Change 2738589 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmap streaming fixes * Chan' Change 2738593 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fix from licensee for race cond' Change 2738982 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Activating CanTickOnAnyThread f' Change 2739032 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Fixing compiler barf with Clang' Change 2741517 on 2015/10/26 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRindering - D3D12 - Integrat' Change 2743790 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed texel debugging on static' Change 2743958 on 2015/10/27 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comments ' Change 2744153 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Unity compile fix ' Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams 'Remove unused RHI methods: RHI' Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lighting channels - each compon' Change 2746242 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix crashes on init by swapping' Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'First pass at separate Async Co' Change 2746296 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Buffer label frees so we don't ' Change 2746297 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'updated comment ' Change 2746343 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746347 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746811 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Draw event for compute commandl' Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Removed a lot of complexity of ' Change 2747127 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Improved game console printout ' Change 2747702 on 2015/10/30 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Bumped Lightmass StaticMesh imp' Change 2747954 on 2015/10/30 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix SubmitDone not called TRC e' Change 2747979 on 2015/10/30 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'polish console autocomplete tex' Change 2750719 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Add Embree 2.7.0 for Win64 and ' Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Embree integration into Lightma' Change 2750872 on 2015/11/02 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2751934 on 2015/11/03 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Disambiguate template function ' Change 2752190 on 2015/11/03 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed assert relating to ' Change 2752333 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Shader pipeline ' Change 2752655 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - Fix Materials pa' Change 2752710 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2752711 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added better comment/help text ' Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added SSAO CS version, can be e' Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmass solver quality improv' Change 2752869 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Add shader pipel' Change 2752882 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - hlslcc - Metal -' Change 2752899 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'small SSAO GPU optimization mov' Change 2752934 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor GPU optimization for SSAO' Change 2753109 on 2015/11/03 by Uriel.Doyon@uriel.doyon_office_data 'Fixed final build ' Change 2753669 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed SM4 compiling ' Change 2754002 on 2015/11/04 by Nick.Penwarden@nickp_streams 'test change ' Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data 'Quad Complexity ViewMode (PCD3D' Change 2754115 on 2015/11/04 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed end of frame update' Change 2754297 on 2015/11/04 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'PS4 compile fixes #codereview U' Change 2754405 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor SSAO ALU optimizations fi' Change 2754512 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'adjusted clamp for cvar ' Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'improved SSAO quality (less hig' Change 2755572 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - PS4 warning fix ' Change 2755667 on 2015/11/05 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed UE-22742, leak in t' Change 2755722 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Remove unused co' Change 2755814 on 2015/11/05 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2755935 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Rebuild static m' Change 2756003 on 2015/11/05 by Uriel.Doyon@uriel.doyon_office_data 'Reduce the number of precompute' Change 2756145 on 2015/11/05 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Temp fix for GPU crash #rb none' Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Enable removing ' Change 2756435 on 2015/11/05 by Olaf.Piesche@Olaf.Piesche_roaming 'Disabling a check, to fix OR-85' Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev 'Submitting pull request from us' Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed the experimental r.' Change 2757341 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Changed the RHI thread di' Change 2757342 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed lazy uniform buffer' Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Added a path so that text' Change 2757500 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Add FrameSync to externalprofil' Change 2757650 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'GBuffer should only be consider' Change 2757665 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'UE-22816 Instruction count is n' Change 2757834 on 2015/11/06 by Michael.Trepka@Michael.Trepka_a4202_Dev-Rendering 'Embree integration into Lightma' Change 2757930 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix UT ensure #rb Peter.Knepley' Change 2757931 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix Ocean ensure #rb josh.ander' Change 2757946 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Removed invalid Lightmass asser' Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Added new PrimitiveComponent se' Change 2758049 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'OR-8600 CRASH: AllocationLeveli' Change 2758059 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'r.DumpTransitionsForResource #r' Change 2758082 on 2015/11/06 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix resource tra' Change 2758879 on 2015/11/09 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix PSSL names f' Change 2758911 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed accidental force di' Change 2758968 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled single frame buffer us' Change 2758991 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix togglerhithread crash #rb G' Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Dynamically set stream so' Change 2759063 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed UE-22368 CLONE - GitHub 1' Change 2759073 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code quality improvements' Change 2759501 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix particle ensure. ' Change 2759522 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix decals using CustomStencil.' Change 2759610 on 2015/11/09 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed line light source shadows' Change 2759634 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Refined GBufferA resolving when' Change 2759657 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Fixed ResourceTransition with r' Change 2759693 on 2015/11/09 by Rolando.Caloca@Rolando.Caloca_T4688_S 'DevRendering - Fixed global sha' Change 2759771 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Fixed editor hit proxy renderin' Change 2760188 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled some more deferred dec' Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data 'Enabled Embree by default #revi' [CL 2761339 by Nick Penwarden in Main branch]
2015-11-10 17:11:09 -05:00
bUsesLightingChannels = false;
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
bTranslucentSurfaceLighting = false;
SCOPE_CYCLE_COUNTER(STAT_ComputeViewRelevance);
for (int32 Index = 0; Index < Input.NumPrims; Index++)
{
int32 BitIndex = Input.Prims[Index];
FPrimitiveSceneInfo* PrimitiveSceneInfo = Scene->Primitives[BitIndex];
FPrimitiveViewRelevance& ViewRelevance = const_cast<FPrimitiveViewRelevance&>(View.PrimitiveViewRelevanceMap[BitIndex]);
ViewRelevance = PrimitiveSceneInfo->Proxy->GetViewRelevance(&View);
ViewRelevance.bInitializedThisFrame = true;
const bool bStaticRelevance = ViewRelevance.bStaticRelevance;
const bool bDrawRelevance = ViewRelevance.bDrawRelevance;
const bool bDynamicRelevance = ViewRelevance.bDynamicRelevance;
const bool bShadowRelevance = ViewRelevance.bShadowRelevance;
const bool bEditorRelevance = ViewRelevance.bEditorPrimitiveRelevance;
const bool bTranslucentRelevance = ViewRelevance.HasTranslucency();
if (bStaticRelevance && (bDrawRelevance || bShadowRelevance))
{
RelevantStaticPrimitives.AddPrim(BitIndex);
}
if (!bDrawRelevance)
{
NotDrawRelevant.AddPrim(BitIndex);
continue;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3006483 on 2016/06/08 by Simon.Tovey Fix for UE-31653 Instance params from the Spawn, Required and TypeData modules were not being autopopulated. Change 3006514 on 2016/06/08 by Zabir.Hoque MIGRATING FIX @ Request Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction. #CodeReview: Marcus.Wassmer, Daniel.Wright Change 3006605 on 2016/06/08 by Rolando.Caloca DR - vk - Remove a bunch of unused code, clean up some todos Change 3006969 on 2016/06/08 by HaarmPieter.Duiker Add #ifdefs around inverse tonemapping to avoid performance hit in normal use Change 3007240 on 2016/06/09 by Chris.Bunner Made a pass at fixing global shader compile warnings and errors. Change 3007242 on 2016/06/09 by Chris.Bunner Don't force unlit mode when re-loading a map. #jira UE-31247 Change 3007243 on 2016/06/09 by Chris.Bunner Cache InvalidLightmapSettings material for instanced meshes. #jira UE-31182 Change 3007258 on 2016/06/09 by Chris.Bunner Fixed refractive depth bias material parameter. Change 3007466 on 2016/06/09 by Rolando.Caloca DR - Use vulkan debug marker extension directly from header Change 3007504 on 2016/06/09 by Martin.Mittring added refresh button to ImageVerifier Change 3007528 on 2016/06/09 by Martin.Mittring ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end make render more deterministic Change 3007551 on 2016/06/09 by Chris.Bunner Reverted constant type change in previous commit. Change 3007559 on 2016/06/09 by Martin.Mittring updated ImageValidator Change 3007584 on 2016/06/09 by Rolando.Caloca DR - Fix case when not running under RD Change 3007668 on 2016/06/09 by Rolando.Caloca DR - vk - Split layers/extensions by required/optional Change 3007820 on 2016/06/09 by Rolando.Caloca DR - Android compile fix Change 3007926 on 2016/06/09 by Martin.Mittring fixed UI scaling in ImageVerifyer Change 3007931 on 2016/06/09 by John.Billon -Fixed cutouts not working for certain sized texture/subUV size combinations. -Also fixed issue with subUV module not being postloaded consistently on startup. #Jira UE-31583 Change 3008023 on 2016/06/09 by Martin.Mittring refactor noise code in shaders Change 3008127 on 2016/06/09 by Zabir.Hoque Merging back hot fixes: 1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS. 2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself. Change 3008129 on 2016/06/09 by Daniel.Wright Disabled r.ProfileGPU.PrintAssetSummary by default due to spam Change 3008169 on 2016/06/09 by Rolando.Caloca DR - Fix mobile rendering not freeing resource when using RHI thread Change 3008429 on 2016/06/09 by Uriel.Doyon Enabled texture streaming new metrics. Added progress bar while texture streaming is being built. Added debug shader validation to prevent crashes when there are uniform expression set mismatches. Added texture streaming build to "Build All" Change 3008436 on 2016/06/09 by Uriel.Doyon Fixed shipping build Change 3008833 on 2016/06/10 by Rolando.Caloca DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications Submitted by Allar PR #1864 #jira UE-24545 Change 3008842 on 2016/06/10 by Rolando.Caloca DR - Remove vertex densities view mode Change 3008857 on 2016/06/10 by John.Billon Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching. Change 3008870 on 2016/06/10 by Rolando.Caloca DR - Rebuild hlslcc libs (missing from last merge) Change 3008925 on 2016/06/10 by John.Billon Fixed r.ScreenPercentage.Editor #Jira UE-31549 Change 3009028 on 2016/06/10 by Daniel.Wright Shadow depth refactor * Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame * This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading * The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed * A large amount of duplicated code to handle each shadow type has been combined * Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency * 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures Change 3009032 on 2016/06/10 by Daniel.Wright Fixed crash with simple forward shading in the material editor Change 3009178 on 2016/06/10 by Rolando.Caloca DR - Add support for multi callbacks on HlslParser, added a write to string callback Change 3009268 on 2016/06/10 by Daniel.Wright Warning fixes Change 3009416 on 2016/06/10 by Martin.Mittring moved decal rendering code in common spot for upcoming MeshDecal rendering Change 3009433 on 2016/06/10 by John.Billon Adding ensures for translucency lighting volume render target acesses. #Jira UE-31578 Change 3009449 on 2016/06/10 by Daniel.Wright Fixed whole scene point light shadow depths getting rendered redundantly Change 3009675 on 2016/06/10 by Martin.Mittring fixed Clang compiling Change 3009815 on 2016/06/10 by Martin.Mittring renamed IsUsedWithDeferredDecal to IsDeferredDecal to be more correct Change 3009946 on 2016/06/10 by Martin.Mittring minor optimization Change 3010270 on 2016/06/11 by HaarmPieter.Duiker Update gamut transformations used when dumping EXRs to account for bug UE-29935 Change 3011423 on 2016/06/13 by Martin.Mittring fixed default of bOutputsVelocityInBasePass #code_review:Rolando.Caloca #test:PC Change 3011448 on 2016/06/13 by Martin.Mittring minor engine code cleanup #code_review:Olaf.Piesche #test:PC Change 3011991 on 2016/06/13 by Daniel.Wright Fixed downsampled translucency crash in VR Change 3011993 on 2016/06/13 by Daniel.Wright Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely' Mobility tooltips now reflect whether a primitive component or light component is being inspected Change 3012096 on 2016/06/13 by Daniel.Wright Missing file from cl 3011993 Change 3012546 on 2016/06/14 by John.Billon Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled #Jira OR-23282 Change 3012706 on 2016/06/14 by John.Billon Renamed r.ContactShadows.Enable to r.ContactShadows Change 3012992 on 2016/06/14 by Rolando.Caloca DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled - Added support for CustomPresent Change 3013030 on 2016/06/14 by Rolando.Caloca DR - vk - Fix dev issue Change 3013423 on 2016/06/14 by Martin.Mittring removed code redundancy for easier upcoming changes #test:PC Change 3013451 on 2016/06/14 by Martin.Mittring removed no longer needed debug cvar #test:PC Change 3013643 on 2016/06/14 by Zabir.Hoque Fix API only being inlined in the cpp and not avaialble in the .h Change 3013696 on 2016/06/14 by Olaf.Piesche Adding missing quality level spawn rate scaling on GPU emitters Change 3013736 on 2016/06/14 by Daniel.Wright Cached shadowmaps for whole scene point and spot light shadows * Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights) * Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving * Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached * Cached shadowmaps are copied each frame and then movable primitive depths composited * Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap) * 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness) * 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights) Change 3014103 on 2016/06/15 by Daniel.Wright Compile fix Change 3014507 on 2016/06/15 by Simon.Tovey Resurrected Niagara playground and moved to Samples/NotForLicencees Change 3014931 on 2016/06/15 by Martin.Mittring moved r.RenderInternals code into renderer to be able to access more low level data #test:PC, paragon Change 3014933 on 2016/06/15 by Martin.Mittring nicer text Change 3014956 on 2016/06/15 by Daniel.Wright Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD) Change 3014985 on 2016/06/15 by Uriel.Doyon Enabled Texture Build shaders on Mac Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping. Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets #jira UE-30566 #jira UE-31098 Change 3014995 on 2016/06/15 by Rolando.Caloca DR - vk - Removed RHI thread wait on acquire image - Move Descriptor pool into context Change 3015002 on 2016/06/15 by Rolando.Caloca DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine Change 3015041 on 2016/06/15 by Martin.Mittring fixed ImageValidator crashing when using files that exist only in ref or test folder Change 3015309 on 2016/06/15 by Rolando.Caloca DR - vk - Enable fence re-use on SDKs >= 1.0.16.0 Change 3015356 on 2016/06/15 by Rolando.Caloca DR - vk - Prep for staging buffer refactor Change 3015430 on 2016/06/15 by Martin.Mittring minor optimization for subsurfacescatteringprofile Change 3016097 on 2016/06/16 by Simon.Tovey Enabling Niagara by default in the Niagara playground Change 3016098 on 2016/06/16 by Simon.Tovey Some misc fixup to get niagara working again Change 3016183 on 2016/06/16 by Rolando.Caloca DR - vk - Recreate buffer view for volatile buffers Change 3016225 on 2016/06/16 by Marcus.Wassmer Duplicate reflection fixes from 4.12 hotfixes. Change 3016289 on 2016/06/16 by Chris.Bunner Always gather MP_Normal definitions as they can be shared by other material properties. #jira UE-31792 Change 3016294 on 2016/06/16 by Daniel.Wright Fix for ensure accessing CVarCacheWPOPrimitives in game Change 3016305 on 2016/06/16 by Daniel.Wright Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been Change 3016330 on 2016/06/16 by Daniel.Wright Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light Stats for shadowmap memory used under 'stat shadowrendering' Change 3016506 on 2016/06/16 by Daniel.Wright Fixed crash building map in SunTemple due to null access Change 3016703 on 2016/06/16 by Uriel.Doyon Fixed warning due to floating point imprecision when building texture streaming Change 3016718 on 2016/06/16 by Daniel.Wright Volume lighting samples use adaptive sampling final gather * Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting) Change 3016871 on 2016/06/16 by Max.Chen Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation. Copy from Dev-Sequencer #jira UE-32093 Change 3017189 on 2016/06/16 by Zabir.Hoque Fix GBuffer format selection type-o. #CodeReview: Marcus.Wassmer Change 3017241 on 2016/06/16 by Martin.Mittring optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing #code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden Change 3017856 on 2016/06/17 by Rolando.Caloca DR - Missing GL enum Change 3017910 on 2016/06/17 by Ben.Woodhouse - Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates - Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24) #RB:Keli.Hloedversson,Martin.Mittring Change 3018126 on 2016/06/17 by Ben.Woodhouse Fix build warning on Mac #RB:David.Hill Change 3018167 on 2016/06/17 by Chris.Bunner Handle case when float4 is passed to TransformPosition material node. #jira UE-24980 Change 3018246 on 2016/06/17 by Benjamin.Hyder Submitting Preliminary ShadowRefactor TestMap Change 3018330 on 2016/06/17 by Benjamin.Hyder labeled ShadowRefactor map Change 3018377 on 2016/06/17 by Chris.Bunner Removed additional node creation when initializing a RotateAboutAxis node. #jira UE-8034 Change 3018433 on 2016/06/17 by Rolando.Caloca DR - Fix some clang warnings on Vulkan Change 3018664 on 2016/06/17 by Martin.Mittring unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812) #test:PC #code_review:Marcus.Wassmer,Brian.Karis Change 3019023 on 2016/06/19 by Benjamin.Hyder Re-Labeled ShadowRefactor map Change 3019024 on 2016/06/19 by Benjamin.Hyder Correcting Translucent Volume (Non-Directional) settings Change 3019026 on 2016/06/19 by Benjamin.Hyder Correcting Lighting ShadowRefactor map Change 3019414 on 2016/06/20 by Allan.Bentham Refactor mobile shadows Change 3019494 on 2016/06/20 by Gil.Gribb Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering) Change 3019504 on 2016/06/20 by John.Billon -Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk. -Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints. -Created a small common interface for blueprints and the editor itself to use for exporting. #Jira UE-31429 Change 3019561 on 2016/06/20 by Gil.Gribb UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager. Change 3019616 on 2016/06/20 by Rolando.Caloca DR - Replicate change in DevRendering to fix splotches on characters with morph targets Change: 3019599 O - Fix flickering on heroes with morph targets Change 3019627 on 2016/06/20 by Rolando.Caloca DR - Doh! Compile fix Change 3019674 on 2016/06/20 by Simon.Tovey Ripped out the quick hacky VM debugger I wrote a while back. Over complicated the VM and didn't do enough work to justify it. Will revisit debugging and profiling of VM scripts in future. Change 3019691 on 2016/06/20 by Ben.Woodhouse Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed. This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs). #RB:Martin.Mittring, Daniel.Wright Change 3019741 on 2016/06/20 by John.Billon Fixed compile error on mac. Change 3019984 on 2016/06/20 by Martin.Mittring minor optimization Change 3020172 on 2016/06/20 by Zachary.Wilson Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none Change 3020195 on 2016/06/20 by Zachary.Wilson Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none Change 3020196 on 2016/06/20 by Rolando.Caloca DR - Appease static analysis Change 3020231 on 2016/06/20 by Zachary.Wilson Making basic shapes consistent distance field resolution scale. #rb: none Change 3020468 on 2016/06/20 by David.Hill CameraWS UE-29146 Change 3020502 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee Camera for RenderOutputValidation Change 3020508 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee for RenderOutputValidation Change 3020514 on 2016/06/20 by Benjamin.Hyder Setting Autoplay for AutomationMatinee (sequence) Change 3020561 on 2016/06/20 by Daniel.Wright Removed outdated comment on uniform expression assert Change 3021268 on 2016/06/21 by Daniel.Wright Scaled sphere intersection for indirect capsule shadows * Fixes the discontinuity when capsule axis points close to the light direction * GPU cost is effectively the same (more expensive to compute, but tighter culling) Change 3021325 on 2016/06/21 by Daniel.Wright Split ShadowRendering.cpp into ShadowDepthRendering.cpp Change 3021355 on 2016/06/21 by Daniel.Wright Fixed RTDF shadows (broken by shadowmap caching) Change 3021444 on 2016/06/21 by Daniel.Wright Fixed crash due to Depth drawing policy not using the default material shader map properly Change 3021543 on 2016/06/21 by Daniel.Wright Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns Change 3021749 on 2016/06/21 by Daniel.Wright Moved RenderBasePass and dependencies into BasePassRendering.cpp Moved RenderPrePass and dependencies into DepthRendering.cpp Change 3021766 on 2016/06/21 by Benjamin.Hyder Adding 150dynamiclights level to Dev-Folder Change 3021971 on 2016/06/21 by Daniel.Wright Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation * TLM_SurfacePerPixelLighting now behaves like TLM_Surface Change 3022760 on 2016/06/22 by Chris.Bunner Merge fixup. Change 3022911 on 2016/06/22 by Rolando.Caloca DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders Change 3023037 on 2016/06/22 by Rolando.Caloca DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed Change 3023139 on 2016/06/22 by Daniel.Wright Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled Change 3023231 on 2016/06/22 by Daniel.Wright Only allowing opaque per-object shadows or CSM in the mobile renderer Change 3023415 on 2016/06/22 by Daniel.Wright Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target Change 3024888 on 2016/06/23 by Daniel.Wright Fixed preshadows being rendered redundantly with multiple lights Change 3025119 on 2016/06/23 by Martin.Mittring added MeshDecal content to RenderTest Change 3025122 on 2016/06/23 by Martin.Mittring enabled DBuffer for RenderTest Change 3025153 on 2016/06/23 by Marc.Olano Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10. Needed to use world space without shader offsets, not absolute world space. Change 3025180 on 2016/06/23 by Marc.Olano Use translated world space for particle centers. Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables. Change 3025265 on 2016/06/23 by David.Hill Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer #jira UE-26165 Change 3025269 on 2016/06/23 by Ryan.Brucks Adding new Testmap for Pixel Depth Offset velocities with Temporal AA Change 3025345 on 2016/06/23 by Benjamin.Hyder Submitting MeshDecal Content Change 3025444 on 2016/06/23 by Benjamin.Hyder updating content for MeshDecal Change 3025491 on 2016/06/23 by Benjamin.Hyder Updating DecalMesh Textures Change 3025802 on 2016/06/23 by Martin.Mittring added to readme Change 3026475 on 2016/06/24 by Rolando.Caloca DR - Show current state of r.RHIThread.Enable when not using param Change 3026479 on 2016/06/24 by Rolando.Caloca DR - Upgrade glslang to 1.0.17.0 Change 3026480 on 2016/06/24 by Rolando.Caloca DR - Vulkan headers to 1.0.17.0 Change 3026481 on 2016/06/24 by Rolando.Caloca DR - Vulkan wrapper for extra logging Change 3026491 on 2016/06/24 by Rolando.Caloca DR - Missed file Change 3026574 on 2016/06/24 by Rolando.Caloca DR - vk - Enabled fence reuse on 1.0.17.0 - Added more logging info Change 3026656 on 2016/06/24 by Frank.Fella Niagara - Prevent sequencer uobjects from being garbage collected. Change 3026657 on 2016/06/24 by Benjamin.Hyder Updating Rendertestmap to latest Change 3026723 on 2016/06/24 by Rolando.Caloca DR - Fix for ES3.1 RHIs Change 3026784 on 2016/06/24 by Martin.Mittring New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on) Change 3026866 on 2016/06/24 by Olaf.Piesche #jira OR-18363 #jira UE-27780 fix distortion in particle macro uvs [CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
if (ViewRelevance.bDecal)
{
MeshDecalPrimSet.AddPrim(FMeshDecalPrimSet::GenerateKey(PrimitiveSceneInfo));
}
if (bEditorRelevance)
{
// Editor primitives are rendered after post processing and composited onto the scene
VisibleEditorPrimitives.AddPrim(PrimitiveSceneInfo);
if (GIsEditor)
{
OutHasDynamicEditorMeshElementsMasks[BitIndex] |= ViewBit;
}
}
else if(bDynamicRelevance)
{
// Keep track of visible dynamic primitives.
VisibleDynamicPrimitives.AddPrim(PrimitiveSceneInfo);
OutHasDynamicMeshElementsMasks[BitIndex] |= ViewBit;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3006483 on 2016/06/08 by Simon.Tovey Fix for UE-31653 Instance params from the Spawn, Required and TypeData modules were not being autopopulated. Change 3006514 on 2016/06/08 by Zabir.Hoque MIGRATING FIX @ Request Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction. #CodeReview: Marcus.Wassmer, Daniel.Wright Change 3006605 on 2016/06/08 by Rolando.Caloca DR - vk - Remove a bunch of unused code, clean up some todos Change 3006969 on 2016/06/08 by HaarmPieter.Duiker Add #ifdefs around inverse tonemapping to avoid performance hit in normal use Change 3007240 on 2016/06/09 by Chris.Bunner Made a pass at fixing global shader compile warnings and errors. Change 3007242 on 2016/06/09 by Chris.Bunner Don't force unlit mode when re-loading a map. #jira UE-31247 Change 3007243 on 2016/06/09 by Chris.Bunner Cache InvalidLightmapSettings material for instanced meshes. #jira UE-31182 Change 3007258 on 2016/06/09 by Chris.Bunner Fixed refractive depth bias material parameter. Change 3007466 on 2016/06/09 by Rolando.Caloca DR - Use vulkan debug marker extension directly from header Change 3007504 on 2016/06/09 by Martin.Mittring added refresh button to ImageVerifier Change 3007528 on 2016/06/09 by Martin.Mittring ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end make render more deterministic Change 3007551 on 2016/06/09 by Chris.Bunner Reverted constant type change in previous commit. Change 3007559 on 2016/06/09 by Martin.Mittring updated ImageValidator Change 3007584 on 2016/06/09 by Rolando.Caloca DR - Fix case when not running under RD Change 3007668 on 2016/06/09 by Rolando.Caloca DR - vk - Split layers/extensions by required/optional Change 3007820 on 2016/06/09 by Rolando.Caloca DR - Android compile fix Change 3007926 on 2016/06/09 by Martin.Mittring fixed UI scaling in ImageVerifyer Change 3007931 on 2016/06/09 by John.Billon -Fixed cutouts not working for certain sized texture/subUV size combinations. -Also fixed issue with subUV module not being postloaded consistently on startup. #Jira UE-31583 Change 3008023 on 2016/06/09 by Martin.Mittring refactor noise code in shaders Change 3008127 on 2016/06/09 by Zabir.Hoque Merging back hot fixes: 1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS. 2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself. Change 3008129 on 2016/06/09 by Daniel.Wright Disabled r.ProfileGPU.PrintAssetSummary by default due to spam Change 3008169 on 2016/06/09 by Rolando.Caloca DR - Fix mobile rendering not freeing resource when using RHI thread Change 3008429 on 2016/06/09 by Uriel.Doyon Enabled texture streaming new metrics. Added progress bar while texture streaming is being built. Added debug shader validation to prevent crashes when there are uniform expression set mismatches. Added texture streaming build to "Build All" Change 3008436 on 2016/06/09 by Uriel.Doyon Fixed shipping build Change 3008833 on 2016/06/10 by Rolando.Caloca DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications Submitted by Allar PR #1864 #jira UE-24545 Change 3008842 on 2016/06/10 by Rolando.Caloca DR - Remove vertex densities view mode Change 3008857 on 2016/06/10 by John.Billon Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching. Change 3008870 on 2016/06/10 by Rolando.Caloca DR - Rebuild hlslcc libs (missing from last merge) Change 3008925 on 2016/06/10 by John.Billon Fixed r.ScreenPercentage.Editor #Jira UE-31549 Change 3009028 on 2016/06/10 by Daniel.Wright Shadow depth refactor * Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame * This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading * The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed * A large amount of duplicated code to handle each shadow type has been combined * Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency * 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures Change 3009032 on 2016/06/10 by Daniel.Wright Fixed crash with simple forward shading in the material editor Change 3009178 on 2016/06/10 by Rolando.Caloca DR - Add support for multi callbacks on HlslParser, added a write to string callback Change 3009268 on 2016/06/10 by Daniel.Wright Warning fixes Change 3009416 on 2016/06/10 by Martin.Mittring moved decal rendering code in common spot for upcoming MeshDecal rendering Change 3009433 on 2016/06/10 by John.Billon Adding ensures for translucency lighting volume render target acesses. #Jira UE-31578 Change 3009449 on 2016/06/10 by Daniel.Wright Fixed whole scene point light shadow depths getting rendered redundantly Change 3009675 on 2016/06/10 by Martin.Mittring fixed Clang compiling Change 3009815 on 2016/06/10 by Martin.Mittring renamed IsUsedWithDeferredDecal to IsDeferredDecal to be more correct Change 3009946 on 2016/06/10 by Martin.Mittring minor optimization Change 3010270 on 2016/06/11 by HaarmPieter.Duiker Update gamut transformations used when dumping EXRs to account for bug UE-29935 Change 3011423 on 2016/06/13 by Martin.Mittring fixed default of bOutputsVelocityInBasePass #code_review:Rolando.Caloca #test:PC Change 3011448 on 2016/06/13 by Martin.Mittring minor engine code cleanup #code_review:Olaf.Piesche #test:PC Change 3011991 on 2016/06/13 by Daniel.Wright Fixed downsampled translucency crash in VR Change 3011993 on 2016/06/13 by Daniel.Wright Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely' Mobility tooltips now reflect whether a primitive component or light component is being inspected Change 3012096 on 2016/06/13 by Daniel.Wright Missing file from cl 3011993 Change 3012546 on 2016/06/14 by John.Billon Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled #Jira OR-23282 Change 3012706 on 2016/06/14 by John.Billon Renamed r.ContactShadows.Enable to r.ContactShadows Change 3012992 on 2016/06/14 by Rolando.Caloca DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled - Added support for CustomPresent Change 3013030 on 2016/06/14 by Rolando.Caloca DR - vk - Fix dev issue Change 3013423 on 2016/06/14 by Martin.Mittring removed code redundancy for easier upcoming changes #test:PC Change 3013451 on 2016/06/14 by Martin.Mittring removed no longer needed debug cvar #test:PC Change 3013643 on 2016/06/14 by Zabir.Hoque Fix API only being inlined in the cpp and not avaialble in the .h Change 3013696 on 2016/06/14 by Olaf.Piesche Adding missing quality level spawn rate scaling on GPU emitters Change 3013736 on 2016/06/14 by Daniel.Wright Cached shadowmaps for whole scene point and spot light shadows * Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights) * Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving * Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached * Cached shadowmaps are copied each frame and then movable primitive depths composited * Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap) * 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness) * 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights) Change 3014103 on 2016/06/15 by Daniel.Wright Compile fix Change 3014507 on 2016/06/15 by Simon.Tovey Resurrected Niagara playground and moved to Samples/NotForLicencees Change 3014931 on 2016/06/15 by Martin.Mittring moved r.RenderInternals code into renderer to be able to access more low level data #test:PC, paragon Change 3014933 on 2016/06/15 by Martin.Mittring nicer text Change 3014956 on 2016/06/15 by Daniel.Wright Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD) Change 3014985 on 2016/06/15 by Uriel.Doyon Enabled Texture Build shaders on Mac Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping. Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets #jira UE-30566 #jira UE-31098 Change 3014995 on 2016/06/15 by Rolando.Caloca DR - vk - Removed RHI thread wait on acquire image - Move Descriptor pool into context Change 3015002 on 2016/06/15 by Rolando.Caloca DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine Change 3015041 on 2016/06/15 by Martin.Mittring fixed ImageValidator crashing when using files that exist only in ref or test folder Change 3015309 on 2016/06/15 by Rolando.Caloca DR - vk - Enable fence re-use on SDKs >= 1.0.16.0 Change 3015356 on 2016/06/15 by Rolando.Caloca DR - vk - Prep for staging buffer refactor Change 3015430 on 2016/06/15 by Martin.Mittring minor optimization for subsurfacescatteringprofile Change 3016097 on 2016/06/16 by Simon.Tovey Enabling Niagara by default in the Niagara playground Change 3016098 on 2016/06/16 by Simon.Tovey Some misc fixup to get niagara working again Change 3016183 on 2016/06/16 by Rolando.Caloca DR - vk - Recreate buffer view for volatile buffers Change 3016225 on 2016/06/16 by Marcus.Wassmer Duplicate reflection fixes from 4.12 hotfixes. Change 3016289 on 2016/06/16 by Chris.Bunner Always gather MP_Normal definitions as they can be shared by other material properties. #jira UE-31792 Change 3016294 on 2016/06/16 by Daniel.Wright Fix for ensure accessing CVarCacheWPOPrimitives in game Change 3016305 on 2016/06/16 by Daniel.Wright Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been Change 3016330 on 2016/06/16 by Daniel.Wright Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light Stats for shadowmap memory used under 'stat shadowrendering' Change 3016506 on 2016/06/16 by Daniel.Wright Fixed crash building map in SunTemple due to null access Change 3016703 on 2016/06/16 by Uriel.Doyon Fixed warning due to floating point imprecision when building texture streaming Change 3016718 on 2016/06/16 by Daniel.Wright Volume lighting samples use adaptive sampling final gather * Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting) Change 3016871 on 2016/06/16 by Max.Chen Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation. Copy from Dev-Sequencer #jira UE-32093 Change 3017189 on 2016/06/16 by Zabir.Hoque Fix GBuffer format selection type-o. #CodeReview: Marcus.Wassmer Change 3017241 on 2016/06/16 by Martin.Mittring optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing #code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden Change 3017856 on 2016/06/17 by Rolando.Caloca DR - Missing GL enum Change 3017910 on 2016/06/17 by Ben.Woodhouse - Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates - Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24) #RB:Keli.Hloedversson,Martin.Mittring Change 3018126 on 2016/06/17 by Ben.Woodhouse Fix build warning on Mac #RB:David.Hill Change 3018167 on 2016/06/17 by Chris.Bunner Handle case when float4 is passed to TransformPosition material node. #jira UE-24980 Change 3018246 on 2016/06/17 by Benjamin.Hyder Submitting Preliminary ShadowRefactor TestMap Change 3018330 on 2016/06/17 by Benjamin.Hyder labeled ShadowRefactor map Change 3018377 on 2016/06/17 by Chris.Bunner Removed additional node creation when initializing a RotateAboutAxis node. #jira UE-8034 Change 3018433 on 2016/06/17 by Rolando.Caloca DR - Fix some clang warnings on Vulkan Change 3018664 on 2016/06/17 by Martin.Mittring unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812) #test:PC #code_review:Marcus.Wassmer,Brian.Karis Change 3019023 on 2016/06/19 by Benjamin.Hyder Re-Labeled ShadowRefactor map Change 3019024 on 2016/06/19 by Benjamin.Hyder Correcting Translucent Volume (Non-Directional) settings Change 3019026 on 2016/06/19 by Benjamin.Hyder Correcting Lighting ShadowRefactor map Change 3019414 on 2016/06/20 by Allan.Bentham Refactor mobile shadows Change 3019494 on 2016/06/20 by Gil.Gribb Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering) Change 3019504 on 2016/06/20 by John.Billon -Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk. -Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints. -Created a small common interface for blueprints and the editor itself to use for exporting. #Jira UE-31429 Change 3019561 on 2016/06/20 by Gil.Gribb UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager. Change 3019616 on 2016/06/20 by Rolando.Caloca DR - Replicate change in DevRendering to fix splotches on characters with morph targets Change: 3019599 O - Fix flickering on heroes with morph targets Change 3019627 on 2016/06/20 by Rolando.Caloca DR - Doh! Compile fix Change 3019674 on 2016/06/20 by Simon.Tovey Ripped out the quick hacky VM debugger I wrote a while back. Over complicated the VM and didn't do enough work to justify it. Will revisit debugging and profiling of VM scripts in future. Change 3019691 on 2016/06/20 by Ben.Woodhouse Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed. This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs). #RB:Martin.Mittring, Daniel.Wright Change 3019741 on 2016/06/20 by John.Billon Fixed compile error on mac. Change 3019984 on 2016/06/20 by Martin.Mittring minor optimization Change 3020172 on 2016/06/20 by Zachary.Wilson Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none Change 3020195 on 2016/06/20 by Zachary.Wilson Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none Change 3020196 on 2016/06/20 by Rolando.Caloca DR - Appease static analysis Change 3020231 on 2016/06/20 by Zachary.Wilson Making basic shapes consistent distance field resolution scale. #rb: none Change 3020468 on 2016/06/20 by David.Hill CameraWS UE-29146 Change 3020502 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee Camera for RenderOutputValidation Change 3020508 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee for RenderOutputValidation Change 3020514 on 2016/06/20 by Benjamin.Hyder Setting Autoplay for AutomationMatinee (sequence) Change 3020561 on 2016/06/20 by Daniel.Wright Removed outdated comment on uniform expression assert Change 3021268 on 2016/06/21 by Daniel.Wright Scaled sphere intersection for indirect capsule shadows * Fixes the discontinuity when capsule axis points close to the light direction * GPU cost is effectively the same (more expensive to compute, but tighter culling) Change 3021325 on 2016/06/21 by Daniel.Wright Split ShadowRendering.cpp into ShadowDepthRendering.cpp Change 3021355 on 2016/06/21 by Daniel.Wright Fixed RTDF shadows (broken by shadowmap caching) Change 3021444 on 2016/06/21 by Daniel.Wright Fixed crash due to Depth drawing policy not using the default material shader map properly Change 3021543 on 2016/06/21 by Daniel.Wright Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns Change 3021749 on 2016/06/21 by Daniel.Wright Moved RenderBasePass and dependencies into BasePassRendering.cpp Moved RenderPrePass and dependencies into DepthRendering.cpp Change 3021766 on 2016/06/21 by Benjamin.Hyder Adding 150dynamiclights level to Dev-Folder Change 3021971 on 2016/06/21 by Daniel.Wright Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation * TLM_SurfacePerPixelLighting now behaves like TLM_Surface Change 3022760 on 2016/06/22 by Chris.Bunner Merge fixup. Change 3022911 on 2016/06/22 by Rolando.Caloca DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders Change 3023037 on 2016/06/22 by Rolando.Caloca DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed Change 3023139 on 2016/06/22 by Daniel.Wright Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled Change 3023231 on 2016/06/22 by Daniel.Wright Only allowing opaque per-object shadows or CSM in the mobile renderer Change 3023415 on 2016/06/22 by Daniel.Wright Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target Change 3024888 on 2016/06/23 by Daniel.Wright Fixed preshadows being rendered redundantly with multiple lights Change 3025119 on 2016/06/23 by Martin.Mittring added MeshDecal content to RenderTest Change 3025122 on 2016/06/23 by Martin.Mittring enabled DBuffer for RenderTest Change 3025153 on 2016/06/23 by Marc.Olano Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10. Needed to use world space without shader offsets, not absolute world space. Change 3025180 on 2016/06/23 by Marc.Olano Use translated world space for particle centers. Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables. Change 3025265 on 2016/06/23 by David.Hill Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer #jira UE-26165 Change 3025269 on 2016/06/23 by Ryan.Brucks Adding new Testmap for Pixel Depth Offset velocities with Temporal AA Change 3025345 on 2016/06/23 by Benjamin.Hyder Submitting MeshDecal Content Change 3025444 on 2016/06/23 by Benjamin.Hyder updating content for MeshDecal Change 3025491 on 2016/06/23 by Benjamin.Hyder Updating DecalMesh Textures Change 3025802 on 2016/06/23 by Martin.Mittring added to readme Change 3026475 on 2016/06/24 by Rolando.Caloca DR - Show current state of r.RHIThread.Enable when not using param Change 3026479 on 2016/06/24 by Rolando.Caloca DR - Upgrade glslang to 1.0.17.0 Change 3026480 on 2016/06/24 by Rolando.Caloca DR - Vulkan headers to 1.0.17.0 Change 3026481 on 2016/06/24 by Rolando.Caloca DR - Vulkan wrapper for extra logging Change 3026491 on 2016/06/24 by Rolando.Caloca DR - Missed file Change 3026574 on 2016/06/24 by Rolando.Caloca DR - vk - Enabled fence reuse on 1.0.17.0 - Added more logging info Change 3026656 on 2016/06/24 by Frank.Fella Niagara - Prevent sequencer uobjects from being garbage collected. Change 3026657 on 2016/06/24 by Benjamin.Hyder Updating Rendertestmap to latest Change 3026723 on 2016/06/24 by Rolando.Caloca DR - Fix for ES3.1 RHIs Change 3026784 on 2016/06/24 by Martin.Mittring New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on) Change 3026866 on 2016/06/24 by Olaf.Piesche #jira OR-18363 #jira UE-27780 fix distortion in particle macro uvs [CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
if (bTranslucentRelevance && !bEditorRelevance && ViewRelevance.bRenderInMainPass)
{
// Add to set of dynamic translucent primitives
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
FTranslucentPrimSet::PlaceScenePrimitive(PrimitiveSceneInfo, View,
ViewRelevance.bNormalTranslucencyRelevance, ViewRelevance.bSeparateTranslucencyRelevance, ViewRelevance.bMobileSeparateTranslucencyRelevance,
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
&TranslucencyPrims.Prims[0], TranslucencyPrims.NumPrims, TranslucencyPrimCount);
if (ViewRelevance.bDistortionRelevance)
{
// Add to set of dynamic distortion primitives
DistortionPrimSet.AddPrim(PrimitiveSceneInfo->Proxy);
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3006483 on 2016/06/08 by Simon.Tovey Fix for UE-31653 Instance params from the Spawn, Required and TypeData modules were not being autopopulated. Change 3006514 on 2016/06/08 by Zabir.Hoque MIGRATING FIX @ Request Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction. #CodeReview: Marcus.Wassmer, Daniel.Wright Change 3006605 on 2016/06/08 by Rolando.Caloca DR - vk - Remove a bunch of unused code, clean up some todos Change 3006969 on 2016/06/08 by HaarmPieter.Duiker Add #ifdefs around inverse tonemapping to avoid performance hit in normal use Change 3007240 on 2016/06/09 by Chris.Bunner Made a pass at fixing global shader compile warnings and errors. Change 3007242 on 2016/06/09 by Chris.Bunner Don't force unlit mode when re-loading a map. #jira UE-31247 Change 3007243 on 2016/06/09 by Chris.Bunner Cache InvalidLightmapSettings material for instanced meshes. #jira UE-31182 Change 3007258 on 2016/06/09 by Chris.Bunner Fixed refractive depth bias material parameter. Change 3007466 on 2016/06/09 by Rolando.Caloca DR - Use vulkan debug marker extension directly from header Change 3007504 on 2016/06/09 by Martin.Mittring added refresh button to ImageVerifier Change 3007528 on 2016/06/09 by Martin.Mittring ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end make render more deterministic Change 3007551 on 2016/06/09 by Chris.Bunner Reverted constant type change in previous commit. Change 3007559 on 2016/06/09 by Martin.Mittring updated ImageValidator Change 3007584 on 2016/06/09 by Rolando.Caloca DR - Fix case when not running under RD Change 3007668 on 2016/06/09 by Rolando.Caloca DR - vk - Split layers/extensions by required/optional Change 3007820 on 2016/06/09 by Rolando.Caloca DR - Android compile fix Change 3007926 on 2016/06/09 by Martin.Mittring fixed UI scaling in ImageVerifyer Change 3007931 on 2016/06/09 by John.Billon -Fixed cutouts not working for certain sized texture/subUV size combinations. -Also fixed issue with subUV module not being postloaded consistently on startup. #Jira UE-31583 Change 3008023 on 2016/06/09 by Martin.Mittring refactor noise code in shaders Change 3008127 on 2016/06/09 by Zabir.Hoque Merging back hot fixes: 1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS. 2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself. Change 3008129 on 2016/06/09 by Daniel.Wright Disabled r.ProfileGPU.PrintAssetSummary by default due to spam Change 3008169 on 2016/06/09 by Rolando.Caloca DR - Fix mobile rendering not freeing resource when using RHI thread Change 3008429 on 2016/06/09 by Uriel.Doyon Enabled texture streaming new metrics. Added progress bar while texture streaming is being built. Added debug shader validation to prevent crashes when there are uniform expression set mismatches. Added texture streaming build to "Build All" Change 3008436 on 2016/06/09 by Uriel.Doyon Fixed shipping build Change 3008833 on 2016/06/10 by Rolando.Caloca DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications Submitted by Allar PR #1864 #jira UE-24545 Change 3008842 on 2016/06/10 by Rolando.Caloca DR - Remove vertex densities view mode Change 3008857 on 2016/06/10 by John.Billon Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching. Change 3008870 on 2016/06/10 by Rolando.Caloca DR - Rebuild hlslcc libs (missing from last merge) Change 3008925 on 2016/06/10 by John.Billon Fixed r.ScreenPercentage.Editor #Jira UE-31549 Change 3009028 on 2016/06/10 by Daniel.Wright Shadow depth refactor * Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame * This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading * The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed * A large amount of duplicated code to handle each shadow type has been combined * Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency * 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures Change 3009032 on 2016/06/10 by Daniel.Wright Fixed crash with simple forward shading in the material editor Change 3009178 on 2016/06/10 by Rolando.Caloca DR - Add support for multi callbacks on HlslParser, added a write to string callback Change 3009268 on 2016/06/10 by Daniel.Wright Warning fixes Change 3009416 on 2016/06/10 by Martin.Mittring moved decal rendering code in common spot for upcoming MeshDecal rendering Change 3009433 on 2016/06/10 by John.Billon Adding ensures for translucency lighting volume render target acesses. #Jira UE-31578 Change 3009449 on 2016/06/10 by Daniel.Wright Fixed whole scene point light shadow depths getting rendered redundantly Change 3009675 on 2016/06/10 by Martin.Mittring fixed Clang compiling Change 3009815 on 2016/06/10 by Martin.Mittring renamed IsUsedWithDeferredDecal to IsDeferredDecal to be more correct Change 3009946 on 2016/06/10 by Martin.Mittring minor optimization Change 3010270 on 2016/06/11 by HaarmPieter.Duiker Update gamut transformations used when dumping EXRs to account for bug UE-29935 Change 3011423 on 2016/06/13 by Martin.Mittring fixed default of bOutputsVelocityInBasePass #code_review:Rolando.Caloca #test:PC Change 3011448 on 2016/06/13 by Martin.Mittring minor engine code cleanup #code_review:Olaf.Piesche #test:PC Change 3011991 on 2016/06/13 by Daniel.Wright Fixed downsampled translucency crash in VR Change 3011993 on 2016/06/13 by Daniel.Wright Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely' Mobility tooltips now reflect whether a primitive component or light component is being inspected Change 3012096 on 2016/06/13 by Daniel.Wright Missing file from cl 3011993 Change 3012546 on 2016/06/14 by John.Billon Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled #Jira OR-23282 Change 3012706 on 2016/06/14 by John.Billon Renamed r.ContactShadows.Enable to r.ContactShadows Change 3012992 on 2016/06/14 by Rolando.Caloca DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled - Added support for CustomPresent Change 3013030 on 2016/06/14 by Rolando.Caloca DR - vk - Fix dev issue Change 3013423 on 2016/06/14 by Martin.Mittring removed code redundancy for easier upcoming changes #test:PC Change 3013451 on 2016/06/14 by Martin.Mittring removed no longer needed debug cvar #test:PC Change 3013643 on 2016/06/14 by Zabir.Hoque Fix API only being inlined in the cpp and not avaialble in the .h Change 3013696 on 2016/06/14 by Olaf.Piesche Adding missing quality level spawn rate scaling on GPU emitters Change 3013736 on 2016/06/14 by Daniel.Wright Cached shadowmaps for whole scene point and spot light shadows * Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights) * Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving * Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached * Cached shadowmaps are copied each frame and then movable primitive depths composited * Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap) * 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness) * 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights) Change 3014103 on 2016/06/15 by Daniel.Wright Compile fix Change 3014507 on 2016/06/15 by Simon.Tovey Resurrected Niagara playground and moved to Samples/NotForLicencees Change 3014931 on 2016/06/15 by Martin.Mittring moved r.RenderInternals code into renderer to be able to access more low level data #test:PC, paragon Change 3014933 on 2016/06/15 by Martin.Mittring nicer text Change 3014956 on 2016/06/15 by Daniel.Wright Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD) Change 3014985 on 2016/06/15 by Uriel.Doyon Enabled Texture Build shaders on Mac Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping. Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets #jira UE-30566 #jira UE-31098 Change 3014995 on 2016/06/15 by Rolando.Caloca DR - vk - Removed RHI thread wait on acquire image - Move Descriptor pool into context Change 3015002 on 2016/06/15 by Rolando.Caloca DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine Change 3015041 on 2016/06/15 by Martin.Mittring fixed ImageValidator crashing when using files that exist only in ref or test folder Change 3015309 on 2016/06/15 by Rolando.Caloca DR - vk - Enable fence re-use on SDKs >= 1.0.16.0 Change 3015356 on 2016/06/15 by Rolando.Caloca DR - vk - Prep for staging buffer refactor Change 3015430 on 2016/06/15 by Martin.Mittring minor optimization for subsurfacescatteringprofile Change 3016097 on 2016/06/16 by Simon.Tovey Enabling Niagara by default in the Niagara playground Change 3016098 on 2016/06/16 by Simon.Tovey Some misc fixup to get niagara working again Change 3016183 on 2016/06/16 by Rolando.Caloca DR - vk - Recreate buffer view for volatile buffers Change 3016225 on 2016/06/16 by Marcus.Wassmer Duplicate reflection fixes from 4.12 hotfixes. Change 3016289 on 2016/06/16 by Chris.Bunner Always gather MP_Normal definitions as they can be shared by other material properties. #jira UE-31792 Change 3016294 on 2016/06/16 by Daniel.Wright Fix for ensure accessing CVarCacheWPOPrimitives in game Change 3016305 on 2016/06/16 by Daniel.Wright Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been Change 3016330 on 2016/06/16 by Daniel.Wright Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light Stats for shadowmap memory used under 'stat shadowrendering' Change 3016506 on 2016/06/16 by Daniel.Wright Fixed crash building map in SunTemple due to null access Change 3016703 on 2016/06/16 by Uriel.Doyon Fixed warning due to floating point imprecision when building texture streaming Change 3016718 on 2016/06/16 by Daniel.Wright Volume lighting samples use adaptive sampling final gather * Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting) Change 3016871 on 2016/06/16 by Max.Chen Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation. Copy from Dev-Sequencer #jira UE-32093 Change 3017189 on 2016/06/16 by Zabir.Hoque Fix GBuffer format selection type-o. #CodeReview: Marcus.Wassmer Change 3017241 on 2016/06/16 by Martin.Mittring optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing #code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden Change 3017856 on 2016/06/17 by Rolando.Caloca DR - Missing GL enum Change 3017910 on 2016/06/17 by Ben.Woodhouse - Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates - Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24) #RB:Keli.Hloedversson,Martin.Mittring Change 3018126 on 2016/06/17 by Ben.Woodhouse Fix build warning on Mac #RB:David.Hill Change 3018167 on 2016/06/17 by Chris.Bunner Handle case when float4 is passed to TransformPosition material node. #jira UE-24980 Change 3018246 on 2016/06/17 by Benjamin.Hyder Submitting Preliminary ShadowRefactor TestMap Change 3018330 on 2016/06/17 by Benjamin.Hyder labeled ShadowRefactor map Change 3018377 on 2016/06/17 by Chris.Bunner Removed additional node creation when initializing a RotateAboutAxis node. #jira UE-8034 Change 3018433 on 2016/06/17 by Rolando.Caloca DR - Fix some clang warnings on Vulkan Change 3018664 on 2016/06/17 by Martin.Mittring unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812) #test:PC #code_review:Marcus.Wassmer,Brian.Karis Change 3019023 on 2016/06/19 by Benjamin.Hyder Re-Labeled ShadowRefactor map Change 3019024 on 2016/06/19 by Benjamin.Hyder Correcting Translucent Volume (Non-Directional) settings Change 3019026 on 2016/06/19 by Benjamin.Hyder Correcting Lighting ShadowRefactor map Change 3019414 on 2016/06/20 by Allan.Bentham Refactor mobile shadows Change 3019494 on 2016/06/20 by Gil.Gribb Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering) Change 3019504 on 2016/06/20 by John.Billon -Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk. -Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints. -Created a small common interface for blueprints and the editor itself to use for exporting. #Jira UE-31429 Change 3019561 on 2016/06/20 by Gil.Gribb UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager. Change 3019616 on 2016/06/20 by Rolando.Caloca DR - Replicate change in DevRendering to fix splotches on characters with morph targets Change: 3019599 O - Fix flickering on heroes with morph targets Change 3019627 on 2016/06/20 by Rolando.Caloca DR - Doh! Compile fix Change 3019674 on 2016/06/20 by Simon.Tovey Ripped out the quick hacky VM debugger I wrote a while back. Over complicated the VM and didn't do enough work to justify it. Will revisit debugging and profiling of VM scripts in future. Change 3019691 on 2016/06/20 by Ben.Woodhouse Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed. This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs). #RB:Martin.Mittring, Daniel.Wright Change 3019741 on 2016/06/20 by John.Billon Fixed compile error on mac. Change 3019984 on 2016/06/20 by Martin.Mittring minor optimization Change 3020172 on 2016/06/20 by Zachary.Wilson Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none Change 3020195 on 2016/06/20 by Zachary.Wilson Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none Change 3020196 on 2016/06/20 by Rolando.Caloca DR - Appease static analysis Change 3020231 on 2016/06/20 by Zachary.Wilson Making basic shapes consistent distance field resolution scale. #rb: none Change 3020468 on 2016/06/20 by David.Hill CameraWS UE-29146 Change 3020502 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee Camera for RenderOutputValidation Change 3020508 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee for RenderOutputValidation Change 3020514 on 2016/06/20 by Benjamin.Hyder Setting Autoplay for AutomationMatinee (sequence) Change 3020561 on 2016/06/20 by Daniel.Wright Removed outdated comment on uniform expression assert Change 3021268 on 2016/06/21 by Daniel.Wright Scaled sphere intersection for indirect capsule shadows * Fixes the discontinuity when capsule axis points close to the light direction * GPU cost is effectively the same (more expensive to compute, but tighter culling) Change 3021325 on 2016/06/21 by Daniel.Wright Split ShadowRendering.cpp into ShadowDepthRendering.cpp Change 3021355 on 2016/06/21 by Daniel.Wright Fixed RTDF shadows (broken by shadowmap caching) Change 3021444 on 2016/06/21 by Daniel.Wright Fixed crash due to Depth drawing policy not using the default material shader map properly Change 3021543 on 2016/06/21 by Daniel.Wright Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns Change 3021749 on 2016/06/21 by Daniel.Wright Moved RenderBasePass and dependencies into BasePassRendering.cpp Moved RenderPrePass and dependencies into DepthRendering.cpp Change 3021766 on 2016/06/21 by Benjamin.Hyder Adding 150dynamiclights level to Dev-Folder Change 3021971 on 2016/06/21 by Daniel.Wright Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation * TLM_SurfacePerPixelLighting now behaves like TLM_Surface Change 3022760 on 2016/06/22 by Chris.Bunner Merge fixup. Change 3022911 on 2016/06/22 by Rolando.Caloca DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders Change 3023037 on 2016/06/22 by Rolando.Caloca DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed Change 3023139 on 2016/06/22 by Daniel.Wright Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled Change 3023231 on 2016/06/22 by Daniel.Wright Only allowing opaque per-object shadows or CSM in the mobile renderer Change 3023415 on 2016/06/22 by Daniel.Wright Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target Change 3024888 on 2016/06/23 by Daniel.Wright Fixed preshadows being rendered redundantly with multiple lights Change 3025119 on 2016/06/23 by Martin.Mittring added MeshDecal content to RenderTest Change 3025122 on 2016/06/23 by Martin.Mittring enabled DBuffer for RenderTest Change 3025153 on 2016/06/23 by Marc.Olano Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10. Needed to use world space without shader offsets, not absolute world space. Change 3025180 on 2016/06/23 by Marc.Olano Use translated world space for particle centers. Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables. Change 3025265 on 2016/06/23 by David.Hill Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer #jira UE-26165 Change 3025269 on 2016/06/23 by Ryan.Brucks Adding new Testmap for Pixel Depth Offset velocities with Temporal AA Change 3025345 on 2016/06/23 by Benjamin.Hyder Submitting MeshDecal Content Change 3025444 on 2016/06/23 by Benjamin.Hyder updating content for MeshDecal Change 3025491 on 2016/06/23 by Benjamin.Hyder Updating DecalMesh Textures Change 3025802 on 2016/06/23 by Martin.Mittring added to readme Change 3026475 on 2016/06/24 by Rolando.Caloca DR - Show current state of r.RHIThread.Enable when not using param Change 3026479 on 2016/06/24 by Rolando.Caloca DR - Upgrade glslang to 1.0.17.0 Change 3026480 on 2016/06/24 by Rolando.Caloca DR - Vulkan headers to 1.0.17.0 Change 3026481 on 2016/06/24 by Rolando.Caloca DR - Vulkan wrapper for extra logging Change 3026491 on 2016/06/24 by Rolando.Caloca DR - Missed file Change 3026574 on 2016/06/24 by Rolando.Caloca DR - vk - Enabled fence reuse on 1.0.17.0 - Added more logging info Change 3026656 on 2016/06/24 by Frank.Fella Niagara - Prevent sequencer uobjects from being garbage collected. Change 3026657 on 2016/06/24 by Benjamin.Hyder Updating Rendertestmap to latest Change 3026723 on 2016/06/24 by Rolando.Caloca DR - Fix for ES3.1 RHIs Change 3026784 on 2016/06/24 by Martin.Mittring New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on) Change 3026866 on 2016/06/24 by Olaf.Piesche #jira OR-18363 #jira UE-27780 fix distortion in particle macro uvs [CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
CombinedShadingModelMask |= ViewRelevance.ShadingModelMaskRelevance;
bUsesGlobalDistanceField |= ViewRelevance.bUsesGlobalDistanceField;
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Capsule shadows * Capsule shadows excel at extremely soft area shadows caused by a large light source angle, but don't support accurate self-shadowing * Artists can setup a physics asset containing Spheres and Sphyls (capsules) for a skeletal mesh that will be used to represent the mesh's occlusion * These shapes can then be used for direct shadowing (bCastCapsuleDirectShadow) on a skeletal mesh component, whose softness depends on the light source angle / radius * The shapes can also be used to create an indirect shadow (bCastCapsuleIndirectShadow), whose direction and softness is derived from the precomputed sky occlusion (stationary sky light) or primary indirect lighting (static sky light) * Capsule shadowing is computed at half res and uses tiled deferred culling for efficiency - only implemented for PC SM5 + PS4 so far * Shadowing of movable skylights is not yet supported Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data Basepass drawlist are now merged within a single drawlist. Lighting policy parameters are now accessed through a uniform buffer. Changed the global resource initialization so that InitRHI now comes before InitDynamicRHI #codereview nick.penwarden Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams Remove unused RHI methods: RHIIsDrawingViewport RHIGpuTimeBegin RHIGpuTimeEnd Made default/empty versions of these calls and removed stubs from RHIs that don't use them: RHISuspendRendering RHIResumeRendering RHIIsRenderingSuspended Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lighting channels - each component and light can choose from 3 channels * Primitives output their channel mask to stencil during the base pass, the masks are copied to a texture after the base pass, deferred lighting passes compare the primitive mask against the light's mask * Dynamic shadow casting also respects the channels * Only works on opaque materials, direct lighting, dynamic lighting * Not implemented for tiled deferred atm * This will replace CastsShadowsFromCinematicObjectsOnly in the future #rb Martin.Mittring Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New First pass at separate Async Compute Context #codereview Lee.Clark,Daniel.Wright #rb Gil.Gribb Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering Removed a lot of complexity of the skeletal mesh motionblur code (better for multithreading, simpler, faster) but going from one large buffer to per mesh buffers. Upload of bones only needed once. * GPUSkinCache didn't even work before (in this branch) * tested BasePass velocity * tested split screen * tested editor pause * matinee camera cut (no need, invalidates velocity) * tested CPU Skin? (never has motionblur) * tested CreateSceneProxy (recreation is prevented in CreteSceneProxy unless bone count changes) * test ES2 -featureleveles2 #rb: Rolando.Caloca Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data Embree integration into Lightmass Can be enabled through Lightmass.ini [DevOptions.StaticLighting]bUseEmbree. Also [DevOptions.StaticLighting]bVerifyEmbree will compare ray casting results. Only usable on Win64 with this submit. #review daniel.wright Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering added SSAO CS version, can be enabled with r.AmbientOcclusion.Compute 1 Not optimized yet #rb:Olaf.Piesche Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lightmass solver quality improvements * IndirectLightingScale is no longer applied to photons, avoids splotchy artifacts when using small scales * New 'Lightmass Portal' actor / component which tells the solver where to look for significant lighting. When lighting with a Static Skylight only, in a mostly indoor environment, setting up these portals is the only way to get high quality. * Skylight bounce lighting is now much more accurate and leverages adaptive sampling * Fixed a bug that effectively disabled adaptive sampling on high IndirectLightingQualities * Shadow penumbras are also improved by IndirectLightingQuality * Texel debugging is now a cvar 'r.TexelDebugging', instead of requiring a full recompile Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data Quad Complexity ViewMode (PCD3D_SM5 only). Shader Complexity with Quad Overhead ViewMode (PCD3D_SM5 only). Require ShaderComplexity ViewMode & Show.Visualize.QuadOverhead #review brian.karis Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering improved SSAO quality (less high frequency noise) to avoid TemporalAA smearing Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S DevRendering - Enable removing unused outputs on PS4 shader pipelines, disable by default removing unused on D3D (toggable with r.D3DRemoveUnusedInterpolators) #codereview Marcus.Wassmer Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev Submitting pull request from user Pierdek. Early out of particle collision module update if there are no active particles. #github #1614 Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Fixed the experimental r.RHICmdBalanceParallelLists 2 mode and renabled it for orion. Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Added a path so that texture streaming can avoid flushing the RHI thread. Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Added new PrimitiveComponent setting bSingleSampleShadowFromStationaryLights * When enabled, shadowing of a movable component from a stationary directional light will come from the Volume Lighting Samples precomputed by Lightmass * This provides essentially free on/off shadow receiving on dynamic objects, with a fade over time between states * Lighting has to be rebuilt once for this to work #rb Rolando.Caloca Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Dynamically set stream source to avoid creating a separate drawing policy for each static mesh with vertex colors. #rb Daniel.Wright Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data Enabled Embree by default #review daniel.wright ========================== ALL CHANGELISTS ========================== Change 2720123 on 2015/10/07 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - 'integrate' Tem' Change 2721682 on 2015/10/08 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Eliminated a fatal error ' Change 2721815 on 2015/10/08 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - Fix crash exiti' Change 2724755 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix Tier' Change 2724781 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix offse' Change 2728317 on 2015/10/14 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - hlslcc - Fix fo' Change 2729170 on 2015/10/14 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Force Lightmass volume sample g' Change 2732131 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed resource transition issue' Change 2732218 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code cleanup ' Change 2733533 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Clear stencil to 0 after decals' Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Capsule shadows * Capsule shado' Change 2733546 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Light shaft targets are only al' Change 2733602 on 2015/10/19 by Uriel.Doyon@uriel.doyon_office_data 'Decals not writing to Normal ca' Change 2733627 on 2015/10/19 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix for transition ensure. ' Change 2735292 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for dark lightmap precision' Change 2735298 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for speedtree LOD transitio' Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data 'Basepass drawlist are now merge' Change 2737214 on 2015/10/21 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Expanded a warning when importi' Change 2738581 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Updated comment on stencil usag' Change 2738583 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Changed bound but not set scene' Change 2738584 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed skylight occlusion maps b' Change 2738589 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmap streaming fixes * Chan' Change 2738593 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fix from licensee for race cond' Change 2738982 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Activating CanTickOnAnyThread f' Change 2739032 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Fixing compiler barf with Clang' Change 2741517 on 2015/10/26 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRindering - D3D12 - Integrat' Change 2743790 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed texel debugging on static' Change 2743958 on 2015/10/27 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comments ' Change 2744153 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Unity compile fix ' Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams 'Remove unused RHI methods: RHI' Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lighting channels - each compon' Change 2746242 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix crashes on init by swapping' Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'First pass at separate Async Co' Change 2746296 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Buffer label frees so we don't ' Change 2746297 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'updated comment ' Change 2746343 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746347 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746811 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Draw event for compute commandl' Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Removed a lot of complexity of ' Change 2747127 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Improved game console printout ' Change 2747702 on 2015/10/30 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Bumped Lightmass StaticMesh imp' Change 2747954 on 2015/10/30 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix SubmitDone not called TRC e' Change 2747979 on 2015/10/30 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'polish console autocomplete tex' Change 2750719 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Add Embree 2.7.0 for Win64 and ' Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Embree integration into Lightma' Change 2750872 on 2015/11/02 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2751934 on 2015/11/03 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Disambiguate template function ' Change 2752190 on 2015/11/03 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed assert relating to ' Change 2752333 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Shader pipeline ' Change 2752655 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - Fix Materials pa' Change 2752710 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2752711 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added better comment/help text ' Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added SSAO CS version, can be e' Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmass solver quality improv' Change 2752869 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Add shader pipel' Change 2752882 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - hlslcc - Metal -' Change 2752899 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'small SSAO GPU optimization mov' Change 2752934 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor GPU optimization for SSAO' Change 2753109 on 2015/11/03 by Uriel.Doyon@uriel.doyon_office_data 'Fixed final build ' Change 2753669 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed SM4 compiling ' Change 2754002 on 2015/11/04 by Nick.Penwarden@nickp_streams 'test change ' Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data 'Quad Complexity ViewMode (PCD3D' Change 2754115 on 2015/11/04 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed end of frame update' Change 2754297 on 2015/11/04 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'PS4 compile fixes #codereview U' Change 2754405 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor SSAO ALU optimizations fi' Change 2754512 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'adjusted clamp for cvar ' Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'improved SSAO quality (less hig' Change 2755572 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - PS4 warning fix ' Change 2755667 on 2015/11/05 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed UE-22742, leak in t' Change 2755722 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Remove unused co' Change 2755814 on 2015/11/05 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2755935 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Rebuild static m' Change 2756003 on 2015/11/05 by Uriel.Doyon@uriel.doyon_office_data 'Reduce the number of precompute' Change 2756145 on 2015/11/05 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Temp fix for GPU crash #rb none' Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Enable removing ' Change 2756435 on 2015/11/05 by Olaf.Piesche@Olaf.Piesche_roaming 'Disabling a check, to fix OR-85' Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev 'Submitting pull request from us' Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed the experimental r.' Change 2757341 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Changed the RHI thread di' Change 2757342 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed lazy uniform buffer' Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Added a path so that text' Change 2757500 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Add FrameSync to externalprofil' Change 2757650 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'GBuffer should only be consider' Change 2757665 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'UE-22816 Instruction count is n' Change 2757834 on 2015/11/06 by Michael.Trepka@Michael.Trepka_a4202_Dev-Rendering 'Embree integration into Lightma' Change 2757930 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix UT ensure #rb Peter.Knepley' Change 2757931 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix Ocean ensure #rb josh.ander' Change 2757946 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Removed invalid Lightmass asser' Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Added new PrimitiveComponent se' Change 2758049 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'OR-8600 CRASH: AllocationLeveli' Change 2758059 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'r.DumpTransitionsForResource #r' Change 2758082 on 2015/11/06 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix resource tra' Change 2758879 on 2015/11/09 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix PSSL names f' Change 2758911 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed accidental force di' Change 2758968 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled single frame buffer us' Change 2758991 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix togglerhithread crash #rb G' Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Dynamically set stream so' Change 2759063 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed UE-22368 CLONE - GitHub 1' Change 2759073 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code quality improvements' Change 2759501 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix particle ensure. ' Change 2759522 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix decals using CustomStencil.' Change 2759610 on 2015/11/09 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed line light source shadows' Change 2759634 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Refined GBufferA resolving when' Change 2759657 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Fixed ResourceTransition with r' Change 2759693 on 2015/11/09 by Rolando.Caloca@Rolando.Caloca_T4688_S 'DevRendering - Fixed global sha' Change 2759771 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Fixed editor hit proxy renderin' Change 2760188 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled some more deferred dec' Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data 'Enabled Embree by default #revi' [CL 2761339 by Nick Penwarden in Main branch]
2015-11-10 17:11:09 -05:00
bUsesLightingChannels |= ViewRelevance.bUsesLightingChannels;
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
bTranslucentSurfaceLighting |= ViewRelevance.bTranslucentSurfaceLighting;
if (ViewRelevance.bRenderCustomDepth)
{
// Add to set of dynamic distortion primitives
CustomDepthSet.AddPrim(PrimitiveSceneInfo->Proxy);
}
// INITVIEWS_TODO: Do this in a separate pass? There are no dependencies
// here except maybe ParentPrimitives. This could be done in a
// low-priority background task and forgotten about.
// If the primitive's last render time is older than last frame, consider
// it newly visible and update its visibility change time
if (PrimitiveSceneInfo->LastRenderTime < CurrentWorldTime - DeltaWorldTime - DELTA)
{
PrimitiveSceneInfo->LastVisibilityChangeTime = CurrentWorldTime;
}
PrimitiveSceneInfo->LastRenderTime = CurrentWorldTime;
// If the primitive is definitely unoccluded or if in Wireframe mode and the primitive is estimated
// to be unoccluded, then update the primitive components's LastRenderTime
// on the game thread. This signals that the primitive is visible.
if (View.PrimitiveDefinitelyUnoccludedMap[BitIndex] || (View.Family->EngineShowFlags.Wireframe && View.PrimitiveVisibilityMap[BitIndex]))
{
// Update the PrimitiveComponent's LastRenderTime.
*(PrimitiveSceneInfo->ComponentLastRenderTime) = CurrentWorldTime;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
*(PrimitiveSceneInfo->ComponentLastRenderTimeOnScreen) = CurrentWorldTime;
}
// Cache the nearest reflection proxy if needed
if (PrimitiveSceneInfo->bNeedsCachedReflectionCaptureUpdate
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3006421) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2998081 on 2016/06/02 by Rolando.Caloca DR - Update vulkan headers to 1.0.13.0 Change 2998087 on 2016/06/02 by Rolando.Caloca DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode Change 2998092 on 2016/06/02 by Rolando.Caloca DR - Updated ThirdParty/glslang to 1.0.13.0 Change 2998113 on 2016/06/02 by Martin.Mittring Added -Deterministic and -BuildName=... as command line option for Screenshot verification Change 2998115 on 2016/06/02 by Martin.Mittring optimied Tonemapper sharpen 25->17 instructions fixes: very bright HDR pixel appeared to not be antialiased no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen) moved one multipy into C++ Added debug visualization (HLSL define) Change 2998132 on 2016/06/02 by Rolando.Caloca DR - Remove auto from VulkanRHI wherever possible Change 2998148 on 2016/06/02 by Rolando.Caloca DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes Change 2998180 on 2016/06/02 by Rolando.Caloca DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0 - Check we are not asking for a VkFormat out of bounds (ie only works with core formats) Change 2998293 on 2016/06/02 by Rolando.Caloca DR - Add support for BC6H & BC7 in desktop Vulkan Change 2998419 on 2016/06/02 by Brian.Karis Optimized CountBits Change 2998480 on 2016/06/02 by Rolando.Caloca DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list) Change 2998486 on 2016/06/02 by Martin.Mittring fixed ES2 shader compile Change 2998527 on 2016/06/02 by Daniel.Wright Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled. This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled). Change 2998531 on 2016/06/02 by Daniel.Wright Fixed Pixel Normal Offset refraction mode with materials using world space normals Change 2998568 on 2016/06/02 by Rolando.Caloca DR - Fix typo Change 2998630 on 2016/06/02 by Rolando.Caloca DR - Relaxed glslang strictness to get Pos tCombineLUTs working - Reenabled Post CombineLUTs on Vulkan - Removed some extra glsl output from Vulkan backend - Fixed RHI thread uniform buffer assert Change 2998639 on 2016/06/02 by Brian.Karis Fix for crash when removing instances while lighting is building Change 2998640 on 2016/06/02 by Martin.Mittring added r.ResetViewState to allow for more deterministic rendering made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker) Change 2998790 on 2016/06/02 by Martin.Mittring minor optimization to SSR Change 2999849 on 2016/06/03 by Martin.Mittring fixed issue with sort order Change 3000340 on 2016/06/03 by Rolando.Caloca DR - Integrate change from 3000177 Workaround for random crash shutting down D3D11/NV driver jira UE-18906 Change 3000422 on 2016/06/03 by Rolando.Caloca DR - Mirror change in Odin Change 3000571 on 2016/06/03 by Rolando.Caloca DR - Vulkan SM4 prep Change 3001652 on 2016/06/06 by Gil.Gribb Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering) Change 3001935 on 2016/06/06 by Gil.Gribb UE4 - Fixed botched merge Change 3002390 on 2016/06/06 by Gil.Gribb UE4 - Added code to prevent flooding of rendering thread with heartbeats. Change 3002442 on 2016/06/06 by Martin.Mittring Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough Change 3002460 on 2016/06/06 by Martin.Mittring fixed missing file in ImageValidator added .exe to extras Change 3002514 on 2016/06/06 by Martin.Mittring added OpenSubDiv 3.0.2, not yet used Change 3002536 on 2016/06/06 by Martin.Mittring fixed help text on cvar Change 3002647 on 2016/06/06 by Martin.Mittring adding r.ResetViewState to RenderOutputValidation added r.Streaming.FramesForFullUpdate to r.DisplayInternals #code_review:Benjamin.Hyder Change 3002945 on 2016/06/06 by Rolando.Caloca DR - Fix hlslcc issue with access to matrix elements: This would fail: M._m30 += f; - Fixed IRDump for matrix swizzled - Fix hlslcc_exe not linking Change 3002979 on 2016/06/06 by John.Billon DDS unsupported format error #Jira UE-24529 Change 3002983 on 2016/06/06 by Martin.Mittring split FPixelShaderInOut in in and out Change 3003011 on 2016/06/06 by Martin.Mittring updated OpenSubDiv to 3.0.2 Fixed SubDivisonRendring by using OpenSubDiv Change 3003264 on 2016/06/06 by Daniel.Wright Fixed bUseSingleSampleShadowFromStationaryLights on particles Change 3003296 on 2016/06/06 by Daniel.Wright Renamed files Forward* to Mobile* Change 3003350 on 2016/06/06 by Daniel.Wright Improved "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported. Change 3003815 on 2016/06/07 by Chris.Bunner Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing. Removed compiler override cvar. #jira UE-28574 Change 3003827 on 2016/06/07 by Gil.Gribb UE4 - Increased stack sizes for thread pools. Change 3003971 on 2016/06/07 by Martin.Mittring fixed compiler warnings Change 3004028 on 2016/06/07 by Rolando.Caloca DR - Update glslang exe Change 3004555 on 2016/06/07 by Rolando.Caloca DR - vk - Fix validation warning Change 3004637 on 2016/06/07 by Martin.Mittring fixed compiler warning Change 3004841 on 2016/06/07 by Daniel.Wright Fix for shadowed variable Change 3005044 on 2016/06/07 by Daniel.Wright SubUV Animations can get opacity information from any channel of the source texture Change 3005057 on 2016/06/07 by Daniel.Wright Renamed ForwardShading* to Mobile* Change 3005135 on 2016/06/07 by Uriel.Doyon Moving wanted mip computation (according to budget) to async task. Update "stat streaming" to show visible mips and also loading progression. Fixed overly wanted mip issue cause be max range clamping. Optimized cost of the texture streamer on the gamethread. Character, Terrain and Forced Load are now loaded with priority in the AsyncIO Reduced streaming temp memory requirements on PS4. Async streaming task now runs in parallel to the incremental update. Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming. Fixed metrics with HiddenScale being applied in addition to overbudget limitation. Improved budget stability when using split load request (one for visible mips + one for hidden mips) Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5) Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function. Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData). Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects. Change 3005207 on 2016/06/07 by Uriel.Doyon Fixed warning [CL 3006426 by Gil Gribb in Main branch]
2016-06-08 16:02:23 -04:00
// For mobile, the per-object reflection is used for everything
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
&& (Scene->GetShadingPath() == EShadingPath::Mobile || bTranslucentRelevance || IsForwardShadingEnabled(Scene->GetFeatureLevel())))
{
PrimitiveSceneInfo->CachedReflectionCaptureProxy = Scene->FindClosestReflectionCapture(Scene->PrimitiveBounds[BitIndex].Origin);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Rendering @ 2943238) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2932679 on 2016/04/04 by Martin.Mittring remove hack/cvar that is not longer needed as we fixed the bug #rb:Bob.Tellez #code_review:Bob.Tellez Change 2932681 on 2016/04/04 by Martin.Mittring fixed cvars in consolevariables.ini can affect engine even if marked with cheat (no longer load consolevariables.ini in shipping and test), unified 3 code path, added testcase, cvars with cheat in ini file other than consolevariables.ini now trigger ensure, =on/off/true/false/.. works in all ini files, added enure if non scalability setting are used in ScalabilityIni (get now ignored) #rb:David.Hill #code_review:Marcus.Wassmer, Michael.Noland Change 2932719 on 2016/04/04 by Marcus.Wassmer Merge 3 band SH back to DevRendering #rb Daniel.Wright Change 2932760 on 2016/04/04 by Zabir.Hoque Migrating high resolution cubemaps for skylight and reflection probes. #rb: Daniel.Wright Change 2933121 on 2016/04/05 by Rolando.Caloca DR - vk - Fix free blocks not getting joined - Fix compile issue Change 2933122 on 2016/04/05 by Rolando.Caloca DR - Do not shorten dumped shaders path Change 2933126 on 2016/04/05 by Rolando.Caloca DR - vk - Index Buffers using new resource management Change 2933127 on 2016/04/05 by Rolando.Caloca DR - vk - Extract multibuffer off index buffer Change 2933131 on 2016/04/05 by Rolando.Caloca DR - vk - Transition to vb's using mutlibuffer Change 2933136 on 2016/04/05 by Rolando.Caloca DR - vk - Change staging buffers to use resource allocation system - Fix free block not getting joined - Remove define Change 2933140 on 2016/04/05 by Rolando.Caloca DR - vk - 'static' textures now use resource mgmt - Release free pages back to the OS - Remove ensure Change 2933152 on 2016/04/05 by Rolando.Caloca DR - vk - Fix aliasing granularity - Fix renderpass end/copy buffer ensure Change 2933155 on 2016/04/05 by Rolando.Caloca DR - SCW - Fix for -directcompile to directly load file for preprocessor Change 2933158 on 2016/04/05 by Rolando.Caloca DR - hlslcc - Error on Metal if trying to R & W on RWTextures - Fix indices on RW reads to be unsigned #codereview Mark.Satterthwaite, Michael.Trepka Change 2933169 on 2016/04/05 by Rolando.Caloca DR - vk - Move header to public to match changes on DevMobile Change 2933173 on 2016/04/05 by David.Hill Deferred decal rendering with negative scale #rb:Matrin.Mittring #jira:UE-27389 Change 2933273 on 2016/04/05 by Rolando.Caloca DR - vk - Fix renderdoc markers Change 2933274 on 2016/04/05 by Rolando.Caloca DR - Support for -AttachDebugger Change 2933316 on 2016/04/05 by Rolando.Caloca DR - vk - Compile fix whene enabling define Change 2933334 on 2016/04/05 by Rolando.Caloca DR - Compile fix #codereview Martin.Mittring Change 2933805 on 2016/04/05 by Brian.Karis Temporal AA dynamic antighosting. Fixed DOF Change 2933811 on 2016/04/05 by Brian.Karis Fixed area light NaNs. Improvements to area lights. Horizen handling for wrap around. Change 2933812 on 2016/04/05 by Brian.Karis Fixed fresnel on SSS skin. Change 2933813 on 2016/04/05 by Brian.Karis Tessellation fix Change 2933816 on 2016/04/05 by Brian.Karis Improved forward shading support [CL 2943241 by Gil Gribb in Main branch]
2016-04-13 21:24:38 -04:00
PrimitiveSceneInfo->CachedPlanarReflectionProxy = Scene->FindClosestPlanarReflection(Scene->PrimitiveBounds[BitIndex]);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3028958 on 2016/06/27 by Ben.Woodhouse Fix for perf issue with GetSingleFinalDataConst This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent. Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini) #jira UE-26179 Change 3029401 on 2016/06/27 by Rolando.Caloca DR - More vk logging Change 3029549 on 2016/06/27 by Uriel.Doyon Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming. New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget. Fixed crash when disabling texture streaming. Fixed issue when disabling texture streaming that would make current loaded texture low res. New logic to prevent retrying to cancel a streaming request more than once. Pending load request of one extra mip will not be cancelled anymore. Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds(). #jira UE-32197 #jira UE-31102 Change 3029837 on 2016/06/27 by David.Hill Fixed Shutter SM4 not working when using compute shader eye-adaptation #jira UE-32443 The default eye adaptation value was missing. Change 3030039 on 2016/06/27 by Uriel.Doyon Fix for crash when landscape materials are used in the Texture Streaming Build. #jira UE-32196 Change 3030081 on 2016/06/27 by Uriel.Doyon Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled. Change 3030401 on 2016/06/28 by Ben.Woodhouse Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11) #jira UE-31238 Change 3030607 on 2016/06/28 by Marc.Olano Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use. Change 3030627 on 2016/06/28 by Ben.Woodhouse Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015). Change 3030809 on 2016/06/28 by Marc.Olano Noise shader function rename & perf improvement. Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips. Change 3030850 on 2016/06/28 by Marc.Olano Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match. Change 3030981 on 2016/06/28 by Rolando.Caloca DR - vk - More logging Change 3031056 on 2016/06/28 by Marc.Olano Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map Change 3031398 on 2016/06/28 by Benjamin.Hyder updating TM-Shadermodels (correcting Mt Rushmore) Change 3031441 on 2016/06/28 by Marc.Olano Use only float version of BBS shader rand function for ES2 Change 3031463 on 2016/06/28 by John.Billon Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting). #Jira UE-32020 Change 3031512 on 2016/06/28 by Zabir.Hoque Relax clear flags for DX12 RHIs. Properly flush pending commands before residency is updated. Change 3031517 on 2016/06/28 by Rolando.Caloca DR - vk logging using r.Vulkan.DumpLayer Change 3032359 on 2016/06/29 by Allan.Bentham Fix mobile shadows crash. Change 3032431 on 2016/06/29 by Gil.Gribb Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering) Change 3032757 on 2016/06/29 by Uriel.Doyon Fixed global mip bias being applied twice following integration with main. Change 3033121 on 2016/06/29 by Rolando.Caloca DR - vk - Logging Change 3033529 on 2016/06/29 by Daniel.Wright Null world guard on UReflectionCaptureComponent::ReadbackFromGPU Change 3033668 on 2016/06/29 by Uriel.Doyon Grouped texture streaming settings to simplify logic. New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias #jira UE-32118 Change 3034403 on 2016/06/30 by Rolando.Caloca DR - Shorten dumped shader debug strings Change 3034475 on 2016/06/30 by Rolando.Caloca DR - Missing logging Change 3034722 on 2016/06/30 by Uriel.Doyon Improved StreamingAccuracy viewmodes with alpha test and translucent materials #jira UE-32656 Change 3034797 on 2016/06/30 by Rolando.Caloca DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again Change 3034799 on 2016/06/30 by Rolando.Caloca DR - vk - missed file Change 3034905 on 2016/06/30 by Rolando.Caloca DR - vk - Fix for render passes being reused with wrong dimensions Change 3035503 on 2016/07/01 by Simon.Tovey Async compute version of translucency lighting volume clear. Change 3035577 on 2016/07/01 by Marc.Olano Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture. Change 3035587 on 2016/07/01 by Ben.Woodhouse Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait) #jira UE-32709 Change 3035618 on 2016/07/01 by Olaf.Piesche Asset fixes Change 3035692 on 2016/07/01 by Rolando.Caloca DR - vk - Deferred deletion queue Change 3035808 on 2016/07/01 by Rolando.Caloca DR - vk - Stat for deletion time, fixed some logging Change 3036012 on 2016/07/01 by John.Billon Alpha Coverage Preservation -Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation. #Jira UE-31986 Change 3036041 on 2016/07/01 by Rolando.Caloca DR - vk - Fix for 32bit Change 3036433 on 2016/07/01 by Rolando.Caloca DR - More vk logging Change 3036935 on 2016/07/04 by Simon.Tovey Removing Data Objects Change 3036942 on 2016/07/04 by Ben.Woodhouse Fix for decal rendering resource leak The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it. The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets. #jira UE-32602 Change 3037563 on 2016/07/05 by Chris.Bunner HLOD self-shadowing in baked lighting fix. Change 3037640 on 2016/07/05 by Marcus.Wassmer Fix bug in USE_GPU_OVERWRITE_CHECKING Change 3037927 on 2016/07/05 by Rolando.Caloca DR - Fix touch pads not showing on Vulkan #jira UE-32062 Change 3038085 on 2016/07/05 by Chris.Bunner HLOD dynamic shadowing support. #jira UE-22627 Change 3038209 on 2016/07/05 by Rolando.Caloca DR - vk - Android compile fix Change 3038644 on 2016/07/05 by Uriel.Doyon Added LerpRange that allows to lerp between two rotators without taking the sortest path. Change 3038820 on 2016/07/05 by Uriel.Doyon Selecting streaming accuracy view modes will not automatically generate missing visualization data. Change 3039332 on 2016/07/06 by John.Billon -Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem. #Jira UE-31710 Change 3039454 on 2016/07/06 by Simon.Tovey Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times. Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined. Plus a few other edits to remove Curves/DataObjects that I missed in last CL. Change 3039517 on 2016/07/06 by Gil.Gribb Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering) Change 3039587 on 2016/07/06 by Rolando.Caloca DR - vk logging, submit counter Change 3039603 on 2016/07/06 by Rolando.Caloca DR - Allow more samplers on GL4 #jira UE-32628 #jira UE-32744 Change 3039661 on 2016/07/06 by Daniel.Wright Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0' Skylight occlusion tint now applies to specular Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor Change 3039960 on 2016/07/06 by Daniel.Wright Forward renderer initial implementation * Point and spot lights are culled to a frustum space grid, base pass loops over culled lights. * Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass. * New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize * A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth. * Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping. * GBuffer render targets are still allocated * Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly * Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path * Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures Change 3040050 on 2016/07/06 by Daniel.Wright Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps Change 3040160 on 2016/07/06 by Daniel.Wright Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space Change 3040163 on 2016/07/06 by Rolando.Caloca DR - vk - More logging Change 3040257 on 2016/07/06 by Daniel.Wright Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early Change 3040316 on 2016/07/06 by Daniel.Wright PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee Change 3040361 on 2016/07/06 by Daniel.Wright Fixed TexCreate_UAV being used on translucency volume textures in SM4 Change 3040402 on 2016/07/06 by Rolando.Caloca DR - vk - Make host mem accesses coherent Change 3040486 on 2016/07/06 by Daniel.Wright CIS fixes Change 3041028 on 2016/07/07 by Gil.Gribb Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering) Change 3041235 on 2016/07/07 by Simon.Tovey Compile fix for FName conflict on UProperty (hopefully). Change 3041666 on 2016/07/07 by Daniel.Wright Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume Change 3041731 on 2016/07/07 by Olaf.Piesche Adding Niagara to dynamically loaded module list; should fix UE-32915 Change 3042181 on 2016/07/07 by Daniel.Wright CIS fix [CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
if (Scene->GetShadingPath() == EShadingPath::Mobile)
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3006421) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2998081 on 2016/06/02 by Rolando.Caloca DR - Update vulkan headers to 1.0.13.0 Change 2998087 on 2016/06/02 by Rolando.Caloca DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode Change 2998092 on 2016/06/02 by Rolando.Caloca DR - Updated ThirdParty/glslang to 1.0.13.0 Change 2998113 on 2016/06/02 by Martin.Mittring Added -Deterministic and -BuildName=... as command line option for Screenshot verification Change 2998115 on 2016/06/02 by Martin.Mittring optimied Tonemapper sharpen 25->17 instructions fixes: very bright HDR pixel appeared to not be antialiased no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen) moved one multipy into C++ Added debug visualization (HLSL define) Change 2998132 on 2016/06/02 by Rolando.Caloca DR - Remove auto from VulkanRHI wherever possible Change 2998148 on 2016/06/02 by Rolando.Caloca DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes Change 2998180 on 2016/06/02 by Rolando.Caloca DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0 - Check we are not asking for a VkFormat out of bounds (ie only works with core formats) Change 2998293 on 2016/06/02 by Rolando.Caloca DR - Add support for BC6H & BC7 in desktop Vulkan Change 2998419 on 2016/06/02 by Brian.Karis Optimized CountBits Change 2998480 on 2016/06/02 by Rolando.Caloca DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list) Change 2998486 on 2016/06/02 by Martin.Mittring fixed ES2 shader compile Change 2998527 on 2016/06/02 by Daniel.Wright Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled. This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled). Change 2998531 on 2016/06/02 by Daniel.Wright Fixed Pixel Normal Offset refraction mode with materials using world space normals Change 2998568 on 2016/06/02 by Rolando.Caloca DR - Fix typo Change 2998630 on 2016/06/02 by Rolando.Caloca DR - Relaxed glslang strictness to get Pos tCombineLUTs working - Reenabled Post CombineLUTs on Vulkan - Removed some extra glsl output from Vulkan backend - Fixed RHI thread uniform buffer assert Change 2998639 on 2016/06/02 by Brian.Karis Fix for crash when removing instances while lighting is building Change 2998640 on 2016/06/02 by Martin.Mittring added r.ResetViewState to allow for more deterministic rendering made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker) Change 2998790 on 2016/06/02 by Martin.Mittring minor optimization to SSR Change 2999849 on 2016/06/03 by Martin.Mittring fixed issue with sort order Change 3000340 on 2016/06/03 by Rolando.Caloca DR - Integrate change from 3000177 Workaround for random crash shutting down D3D11/NV driver jira UE-18906 Change 3000422 on 2016/06/03 by Rolando.Caloca DR - Mirror change in Odin Change 3000571 on 2016/06/03 by Rolando.Caloca DR - Vulkan SM4 prep Change 3001652 on 2016/06/06 by Gil.Gribb Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering) Change 3001935 on 2016/06/06 by Gil.Gribb UE4 - Fixed botched merge Change 3002390 on 2016/06/06 by Gil.Gribb UE4 - Added code to prevent flooding of rendering thread with heartbeats. Change 3002442 on 2016/06/06 by Martin.Mittring Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough Change 3002460 on 2016/06/06 by Martin.Mittring fixed missing file in ImageValidator added .exe to extras Change 3002514 on 2016/06/06 by Martin.Mittring added OpenSubDiv 3.0.2, not yet used Change 3002536 on 2016/06/06 by Martin.Mittring fixed help text on cvar Change 3002647 on 2016/06/06 by Martin.Mittring adding r.ResetViewState to RenderOutputValidation added r.Streaming.FramesForFullUpdate to r.DisplayInternals #code_review:Benjamin.Hyder Change 3002945 on 2016/06/06 by Rolando.Caloca DR - Fix hlslcc issue with access to matrix elements: This would fail: M._m30 += f; - Fixed IRDump for matrix swizzled - Fix hlslcc_exe not linking Change 3002979 on 2016/06/06 by John.Billon DDS unsupported format error #Jira UE-24529 Change 3002983 on 2016/06/06 by Martin.Mittring split FPixelShaderInOut in in and out Change 3003011 on 2016/06/06 by Martin.Mittring updated OpenSubDiv to 3.0.2 Fixed SubDivisonRendring by using OpenSubDiv Change 3003264 on 2016/06/06 by Daniel.Wright Fixed bUseSingleSampleShadowFromStationaryLights on particles Change 3003296 on 2016/06/06 by Daniel.Wright Renamed files Forward* to Mobile* Change 3003350 on 2016/06/06 by Daniel.Wright Improved "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported. Change 3003815 on 2016/06/07 by Chris.Bunner Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing. Removed compiler override cvar. #jira UE-28574 Change 3003827 on 2016/06/07 by Gil.Gribb UE4 - Increased stack sizes for thread pools. Change 3003971 on 2016/06/07 by Martin.Mittring fixed compiler warnings Change 3004028 on 2016/06/07 by Rolando.Caloca DR - Update glslang exe Change 3004555 on 2016/06/07 by Rolando.Caloca DR - vk - Fix validation warning Change 3004637 on 2016/06/07 by Martin.Mittring fixed compiler warning Change 3004841 on 2016/06/07 by Daniel.Wright Fix for shadowed variable Change 3005044 on 2016/06/07 by Daniel.Wright SubUV Animations can get opacity information from any channel of the source texture Change 3005057 on 2016/06/07 by Daniel.Wright Renamed ForwardShading* to Mobile* Change 3005135 on 2016/06/07 by Uriel.Doyon Moving wanted mip computation (according to budget) to async task. Update "stat streaming" to show visible mips and also loading progression. Fixed overly wanted mip issue cause be max range clamping. Optimized cost of the texture streamer on the gamethread. Character, Terrain and Forced Load are now loaded with priority in the AsyncIO Reduced streaming temp memory requirements on PS4. Async streaming task now runs in parallel to the incremental update. Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming. Fixed metrics with HiddenScale being applied in addition to overbudget limitation. Improved budget stability when using split load request (one for visible mips + one for hidden mips) Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5) Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function. Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData). Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects. Change 3005207 on 2016/06/07 by Uriel.Doyon Fixed warning [CL 3006426 by Gil Gribb in Main branch]
2016-06-08 16:02:23 -04:00
// mobile HQ reflections
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
Scene->FindClosestReflectionCaptures(Scene->PrimitiveBounds[BitIndex].Origin, PrimitiveSceneInfo->CachedReflectionCaptureProxies);
}
PrimitiveSceneInfo->bNeedsCachedReflectionCaptureUpdate = false;
}
if (PrimitiveSceneInfo->NeedsLazyUpdateForRendering())
{
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Capsule shadows * Capsule shadows excel at extremely soft area shadows caused by a large light source angle, but don't support accurate self-shadowing * Artists can setup a physics asset containing Spheres and Sphyls (capsules) for a skeletal mesh that will be used to represent the mesh's occlusion * These shapes can then be used for direct shadowing (bCastCapsuleDirectShadow) on a skeletal mesh component, whose softness depends on the light source angle / radius * The shapes can also be used to create an indirect shadow (bCastCapsuleIndirectShadow), whose direction and softness is derived from the precomputed sky occlusion (stationary sky light) or primary indirect lighting (static sky light) * Capsule shadowing is computed at half res and uses tiled deferred culling for efficiency - only implemented for PC SM5 + PS4 so far * Shadowing of movable skylights is not yet supported Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data Basepass drawlist are now merged within a single drawlist. Lighting policy parameters are now accessed through a uniform buffer. Changed the global resource initialization so that InitRHI now comes before InitDynamicRHI #codereview nick.penwarden Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams Remove unused RHI methods: RHIIsDrawingViewport RHIGpuTimeBegin RHIGpuTimeEnd Made default/empty versions of these calls and removed stubs from RHIs that don't use them: RHISuspendRendering RHIResumeRendering RHIIsRenderingSuspended Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lighting channels - each component and light can choose from 3 channels * Primitives output their channel mask to stencil during the base pass, the masks are copied to a texture after the base pass, deferred lighting passes compare the primitive mask against the light's mask * Dynamic shadow casting also respects the channels * Only works on opaque materials, direct lighting, dynamic lighting * Not implemented for tiled deferred atm * This will replace CastsShadowsFromCinematicObjectsOnly in the future #rb Martin.Mittring Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New First pass at separate Async Compute Context #codereview Lee.Clark,Daniel.Wright #rb Gil.Gribb Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering Removed a lot of complexity of the skeletal mesh motionblur code (better for multithreading, simpler, faster) but going from one large buffer to per mesh buffers. Upload of bones only needed once. * GPUSkinCache didn't even work before (in this branch) * tested BasePass velocity * tested split screen * tested editor pause * matinee camera cut (no need, invalidates velocity) * tested CPU Skin? (never has motionblur) * tested CreateSceneProxy (recreation is prevented in CreteSceneProxy unless bone count changes) * test ES2 -featureleveles2 #rb: Rolando.Caloca Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data Embree integration into Lightmass Can be enabled through Lightmass.ini [DevOptions.StaticLighting]bUseEmbree. Also [DevOptions.StaticLighting]bVerifyEmbree will compare ray casting results. Only usable on Win64 with this submit. #review daniel.wright Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering added SSAO CS version, can be enabled with r.AmbientOcclusion.Compute 1 Not optimized yet #rb:Olaf.Piesche Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lightmass solver quality improvements * IndirectLightingScale is no longer applied to photons, avoids splotchy artifacts when using small scales * New 'Lightmass Portal' actor / component which tells the solver where to look for significant lighting. When lighting with a Static Skylight only, in a mostly indoor environment, setting up these portals is the only way to get high quality. * Skylight bounce lighting is now much more accurate and leverages adaptive sampling * Fixed a bug that effectively disabled adaptive sampling on high IndirectLightingQualities * Shadow penumbras are also improved by IndirectLightingQuality * Texel debugging is now a cvar 'r.TexelDebugging', instead of requiring a full recompile Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data Quad Complexity ViewMode (PCD3D_SM5 only). Shader Complexity with Quad Overhead ViewMode (PCD3D_SM5 only). Require ShaderComplexity ViewMode & Show.Visualize.QuadOverhead #review brian.karis Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering improved SSAO quality (less high frequency noise) to avoid TemporalAA smearing Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S DevRendering - Enable removing unused outputs on PS4 shader pipelines, disable by default removing unused on D3D (toggable with r.D3DRemoveUnusedInterpolators) #codereview Marcus.Wassmer Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev Submitting pull request from user Pierdek. Early out of particle collision module update if there are no active particles. #github #1614 Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Fixed the experimental r.RHICmdBalanceParallelLists 2 mode and renabled it for orion. Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Added a path so that texture streaming can avoid flushing the RHI thread. Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Added new PrimitiveComponent setting bSingleSampleShadowFromStationaryLights * When enabled, shadowing of a movable component from a stationary directional light will come from the Volume Lighting Samples precomputed by Lightmass * This provides essentially free on/off shadow receiving on dynamic objects, with a fade over time between states * Lighting has to be rebuilt once for this to work #rb Rolando.Caloca Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Dynamically set stream source to avoid creating a separate drawing policy for each static mesh with vertex colors. #rb Daniel.Wright Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data Enabled Embree by default #review daniel.wright ========================== ALL CHANGELISTS ========================== Change 2720123 on 2015/10/07 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - 'integrate' Tem' Change 2721682 on 2015/10/08 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Eliminated a fatal error ' Change 2721815 on 2015/10/08 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - Fix crash exiti' Change 2724755 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix Tier' Change 2724781 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix offse' Change 2728317 on 2015/10/14 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - hlslcc - Fix fo' Change 2729170 on 2015/10/14 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Force Lightmass volume sample g' Change 2732131 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed resource transition issue' Change 2732218 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code cleanup ' Change 2733533 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Clear stencil to 0 after decals' Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Capsule shadows * Capsule shado' Change 2733546 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Light shaft targets are only al' Change 2733602 on 2015/10/19 by Uriel.Doyon@uriel.doyon_office_data 'Decals not writing to Normal ca' Change 2733627 on 2015/10/19 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix for transition ensure. ' Change 2735292 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for dark lightmap precision' Change 2735298 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for speedtree LOD transitio' Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data 'Basepass drawlist are now merge' Change 2737214 on 2015/10/21 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Expanded a warning when importi' Change 2738581 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Updated comment on stencil usag' Change 2738583 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Changed bound but not set scene' Change 2738584 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed skylight occlusion maps b' Change 2738589 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmap streaming fixes * Chan' Change 2738593 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fix from licensee for race cond' Change 2738982 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Activating CanTickOnAnyThread f' Change 2739032 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Fixing compiler barf with Clang' Change 2741517 on 2015/10/26 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRindering - D3D12 - Integrat' Change 2743790 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed texel debugging on static' Change 2743958 on 2015/10/27 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comments ' Change 2744153 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Unity compile fix ' Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams 'Remove unused RHI methods: RHI' Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lighting channels - each compon' Change 2746242 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix crashes on init by swapping' Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'First pass at separate Async Co' Change 2746296 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Buffer label frees so we don't ' Change 2746297 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'updated comment ' Change 2746343 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746347 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746811 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Draw event for compute commandl' Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Removed a lot of complexity of ' Change 2747127 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Improved game console printout ' Change 2747702 on 2015/10/30 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Bumped Lightmass StaticMesh imp' Change 2747954 on 2015/10/30 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix SubmitDone not called TRC e' Change 2747979 on 2015/10/30 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'polish console autocomplete tex' Change 2750719 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Add Embree 2.7.0 for Win64 and ' Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Embree integration into Lightma' Change 2750872 on 2015/11/02 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2751934 on 2015/11/03 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Disambiguate template function ' Change 2752190 on 2015/11/03 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed assert relating to ' Change 2752333 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Shader pipeline ' Change 2752655 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - Fix Materials pa' Change 2752710 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2752711 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added better comment/help text ' Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added SSAO CS version, can be e' Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmass solver quality improv' Change 2752869 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Add shader pipel' Change 2752882 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - hlslcc - Metal -' Change 2752899 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'small SSAO GPU optimization mov' Change 2752934 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor GPU optimization for SSAO' Change 2753109 on 2015/11/03 by Uriel.Doyon@uriel.doyon_office_data 'Fixed final build ' Change 2753669 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed SM4 compiling ' Change 2754002 on 2015/11/04 by Nick.Penwarden@nickp_streams 'test change ' Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data 'Quad Complexity ViewMode (PCD3D' Change 2754115 on 2015/11/04 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed end of frame update' Change 2754297 on 2015/11/04 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'PS4 compile fixes #codereview U' Change 2754405 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor SSAO ALU optimizations fi' Change 2754512 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'adjusted clamp for cvar ' Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'improved SSAO quality (less hig' Change 2755572 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - PS4 warning fix ' Change 2755667 on 2015/11/05 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed UE-22742, leak in t' Change 2755722 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Remove unused co' Change 2755814 on 2015/11/05 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2755935 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Rebuild static m' Change 2756003 on 2015/11/05 by Uriel.Doyon@uriel.doyon_office_data 'Reduce the number of precompute' Change 2756145 on 2015/11/05 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Temp fix for GPU crash #rb none' Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Enable removing ' Change 2756435 on 2015/11/05 by Olaf.Piesche@Olaf.Piesche_roaming 'Disabling a check, to fix OR-85' Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev 'Submitting pull request from us' Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed the experimental r.' Change 2757341 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Changed the RHI thread di' Change 2757342 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed lazy uniform buffer' Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Added a path so that text' Change 2757500 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Add FrameSync to externalprofil' Change 2757650 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'GBuffer should only be consider' Change 2757665 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'UE-22816 Instruction count is n' Change 2757834 on 2015/11/06 by Michael.Trepka@Michael.Trepka_a4202_Dev-Rendering 'Embree integration into Lightma' Change 2757930 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix UT ensure #rb Peter.Knepley' Change 2757931 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix Ocean ensure #rb josh.ander' Change 2757946 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Removed invalid Lightmass asser' Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Added new PrimitiveComponent se' Change 2758049 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'OR-8600 CRASH: AllocationLeveli' Change 2758059 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'r.DumpTransitionsForResource #r' Change 2758082 on 2015/11/06 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix resource tra' Change 2758879 on 2015/11/09 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix PSSL names f' Change 2758911 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed accidental force di' Change 2758968 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled single frame buffer us' Change 2758991 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix togglerhithread crash #rb G' Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Dynamically set stream so' Change 2759063 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed UE-22368 CLONE - GitHub 1' Change 2759073 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code quality improvements' Change 2759501 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix particle ensure. ' Change 2759522 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix decals using CustomStencil.' Change 2759610 on 2015/11/09 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed line light source shadows' Change 2759634 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Refined GBufferA resolving when' Change 2759657 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Fixed ResourceTransition with r' Change 2759693 on 2015/11/09 by Rolando.Caloca@Rolando.Caloca_T4688_S 'DevRendering - Fixed global sha' Change 2759771 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Fixed editor hit proxy renderin' Change 2760188 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled some more deferred dec' Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data 'Enabled Embree by default #revi' [CL 2761339 by Nick Penwarden in Main branch]
2015-11-10 17:11:09 -05:00
LazyUpdatePrimitives.AddPrim(PrimitiveSceneInfo);
}
if (PrimitiveSceneInfo->NeedsPrecomputedLightingBufferUpdate())
{
DirtyPrecomputedLightingBufferPrimitives.AddPrim(PrimitiveSceneInfo);
}
}
}
void MarkRelevant()
{
SCOPE_CYCLE_COUNTER(STAT_StaticRelevance);
// using a local counter to reduce memory traffic
int32 NumVisibleStaticMeshElements = 0;
FViewInfo& WriteView = const_cast<FViewInfo&>(View);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821445 on 2016/01/08 by Olaf.Piesche More vertex factory improvements, storing off particle vertex factories on the scene proxy instead of the dynamic data to avoid recreating all the time; saves up to 2ms render thread time according to QA's testing. #rb martin.mittring Change 2821520 on 2016/01/08 by Olaf.Piesche Coloring subuv modules green for easier visual ID #rb martin.mittring Change 2823479 on 2016/01/11 by Chris.Bunner Updated Lightmass HLOD logic to avoid HLODs shadowing non-related meshes. Duplicated CL#2823104 from Dev-General. Change 2823570 on 2016/01/11 by Zabir.Hoque Introduce multiplier that controls decal fade speed. #CodeReview: Martin.Mittring #1777 Change 2823615 on 2016/01/11 by Uriel.Doyon Fixed stencil ref multithreading issue. Fixed state caching when depth range is enabled. #jira UE-24564 #review marcus.wassmer Change 2823652 on 2016/01/11 by Zabir.Hoque Rename FadeSpeedScale -> FadeDurationScale to be logically more consistent. #CodeReview: Martin.Mittring Change 2824065 on 2016/01/11 by Brian.Karis Fixed last viewrect motion blur bug. Enabled new motion blur algorithm for default. Change 2825432 on 2016/01/12 by Zabir.Hoque Store off view matrices at at time of freezing and base lod selection useing relevant matrices, thus allows lods to be frozen. #OR-10918 #CodeReview: Marcus.Wassmer, Rolando.Caloca, Martin.Mittring Change 2825971 on 2016/01/12 by Brian.Karis New motion blur enabled. Change 2825974 on 2016/01/12 by Brian.Karis Fixed refraction check value. 1 does nothing not 0. Change 2825975 on 2016/01/12 by Brian.Karis Cloth gets skylight for movable sky. Change 2827519 on 2016/01/13 by Zabir.Hoque ALLOW_UAV_CONDITION did not have a safe fallback when not SM5.0 && COMPILER_SUPPORTS_ATTRIBUTES. #CodeReview Martin.Mittring, Rolando.Caloca Change 2830172 on 2016/01/15 by Rolando.Caloca DR - Minor cleanup - Renamed Vertex Factories' struct Data to struct FData - Removed Data type on FVertexFactory Change 2830242 on 2016/01/15 by Rolando.Caloca DR - Prep cleanup for gpu morph targets - Split common code for GPU skin cache into a base class - Moved some local static arrays from UpdateMorphVertexBuffer() to static members #codereview Lina.Halper Change 2830455 on 2016/01/15 by Rolando.Caloca DR - Compile fix from bad merge #jira UE-25557 Change 2832023 on 2016/01/18 by Rolando.Caloca DR - Removed TangentZDelta_DEPRECATED from FVertexAnimDelta #rb Marcus.Wassmer #codereview Lina.Halper Change 2832067 on 2016/01/18 by Gil.Gribb UE4 - Changed PC to default to parallel rendering when not in editor. Fixed lack of a stall on texture locks and unlocks coming from texture streamer. Fixed a few cases where stuff was being added to rhicommandlists even when we were bypassed. Change 2834379 on 2016/01/19 by Gil.Gribb UE4 - fix perf regression related to cvar Change 2834864 on 2016/01/19 by Olaf.Piesche Fixing potential crash with auto-kill trail emitters, fixing use of the wrong flag to auto-deactivate #codereview gil.gribb Change 2835777 on 2016/01/20 by David.Hill EyeAdaptation - using a screen center focus in the weights #rb Martin Mitring related to: UE-15509. This is adding the ability to focus the basic eye-adaptation region in the center of the screen, and cvar functionality for paragon testing on ps4 Change 2835778 on 2016/01/20 by David.Hill EyeAdapation - DefaultFeature for method #rb Martin.Mitring Adding a default feature cvar for eye adaptation method Change 2837410 on 2016/01/20 by David.Hill OR-13213 SetupPerObjectProjection() #test:PC #rb:Martin.Mitring #codereview:Daniel.Wright [CL 2845257 by Gil Gribb in Main branch]
2016-01-27 07:18:43 -05:00
FFrozenSceneViewMatricesGuard FrozenMatricesGuard(WriteView);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
const bool bHLODActive = Scene->SceneLODHierarchy.IsActive();
for (int32 StaticPrimIndex = 0, Num = RelevantStaticPrimitives.NumPrims; StaticPrimIndex < Num; ++StaticPrimIndex)
{
int32 PrimitiveIndex = RelevantStaticPrimitives.Prims[StaticPrimIndex];
const FPrimitiveSceneInfo* RESTRICT PrimitiveSceneInfo = Scene->Primitives[PrimitiveIndex];
const FPrimitiveBounds& Bounds = Scene->PrimitiveBounds[PrimitiveIndex];
const FPrimitiveViewRelevance& ViewRelevance = View.PrimitiveViewRelevanceMap[PrimitiveIndex];
FLODMask LODToRender = ComputeLODForMeshes( PrimitiveSceneInfo->StaticMeshes, View, Bounds.Origin, Bounds.SphereRadius, ViewData.ForcedLODLevel, ViewData.LODScale);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
const bool bIsHLODFading = bHLODActive && Scene->SceneLODHierarchy.IsNodeFading(PrimitiveIndex);
const bool bIsHLODFadingOut = bHLODActive && Scene->SceneLODHierarchy.IsNodeFadingOut(PrimitiveIndex);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2791226 on 2015/12/04 by Uriel.Doyon Added source code for Embree 2.7.0 Removed duplicate files from the /doc folder. Change 2800193 on 2015/12/11 by Marcus.Wassmer SSAO AsyncCompute support. #rb Martin.Mittring Change 2801631 on 2015/12/14 by Olaf.Piesche Making auto deactivate true by default, moving checks to HasCompleted, eliminating some unnecessary logic #rb martin.mittring Change 2803240 on 2015/12/15 by Gil.Gribb UE4 - Added command to collect stats on spammy stats. Change 2803476 on 2015/12/15 by Rolando.Caloca DR - Allow toggling compute skin dispatch at runtime - r.SkinCacheShaders Now enable the shaders and feature - r.SkinCaching enables toggling at runtime - r.SkinCache.BufferSize Sets the size in bytes of buffer for outputting - Now uses 3 UAV buffers instead of one (avoid RenderDoc crashes) #codereview Marcus.Wassmer, Martin.Mittring Change 2803940 on 2015/12/15 by Marcus.Wassmer Add r.PS4.AsyncComputeBudgetMode to switch between CUMasking and WaveLimit modes. So far it looks like WaveLimits behave better in UE4. Also rearrange AsyncSSAO to run immediately after HZB to overlap with occlusion queries. In my testing this takes SSAO cost from .5ms -> .2ms. However it had to be hacked to run without normals. Hopefully Martin can get some real AsyncSSAO in. #rb Martin.Mittring #codereview Martin.Mittring Change 2803999 on 2015/12/15 by Uriel.Doyon Refactored the shader complexity material override logic to allow other viewmodes shader overrides. TexelFactorAccuracy ViewMode : shows the accuracy of the static mesh texel factors, used for streaming. WantedMipsAccuracy ViewMode : shows the accuracy of the static mesh wanted mips accuracy, used for streaming. Added an option to stream textures based on the AABB distance instead of using the sphere approximation. Added an option to only keep a the wanted mips. Moved optimization related viewmodes into a submenu to avoid polluting the interface. #jira UE-24502 #jira UE-24503 #jira UERNDR-89 Change 2804150 on 2015/12/15 by Olaf.Piesche make separate translucency screen percentage a bit more robust; add numsamples to the render target creation functions in preparation for MSAA support for higher quality with low res separate translucency #rb martin.mittring Change 2804367 on 2015/12/15 by Daniel.Wright Capsule shadow primitives are tracked separately on registration - saves 2.6ms of RT time doing the view frustum culling in a medium sized map Change 2805293 on 2015/12/16 by Olaf.Piesche logging if potentially immortal emitters are spawned from gameplay; this should catch if we spawn burst only emitters with indefinite life spans (muzzle flashes, hit impacts, etc.) #rb martin.mittring Change 2805586 on 2015/12/16 by Zabir.Hoque Adding support for decals to fade and destroy themselves automatically. #CodeReview: Martin.Mittring, Daniel.Wright, Olaf.Piesche Change 2807663 on 2015/12/17 by Rolando.Caloca DR - Remove expensive logging #codereview Marcus.Wassmer Change 2807903 on 2015/12/17 by Zabir.Hoque Refactored DecalComponent's lifetime management such that it can be set and reset from Blueprints. #CodeReview Daniel.Wright, Martin.Mittring, Olaf.Piesche Change 2809261 on 2015/12/18 by Martin.Mittring Added VisualizeShadingModels to track down issues like that: FORT-16913 Textures on Hero Mesh is not shown #rb:David.Hill #code_review:Bob.Tellez Change 2810136 on 2015/12/21 by Rolando.Caloca DR - Added back draw event colors PR #1602 #jira UE-21526 #codereview Mark.Satterthwaite, Keith.Judge, Marcus.Wassmer, Josh.Adams Change 2810680 on 2015/12/21 by Martin.Mittring moved SSAO ComputeShader running without per pixel normal (for AsyncCompute) into DevRendering #test:editor Change 2811205 on 2015/12/22 by Brian.Karis Pulled clear coat out of the reflection compute shader. Added permutation for skylight. Clear coat base layer now done in base pass. It only picks up the closest capture. This will cause popping when the object moves. Still needs a cross fade. Change 2811275 on 2015/12/22 by David.Hill UE-24675 #rb martin.mittring Corrected buffer-size related problem with fringe. Change 2811397 on 2015/12/22 by Brian.Karis
2016-01-08 11:12:28 -05:00
const bool bIsLODDithered = LODToRender.IsDithered();
float DistanceSquared = (Bounds.Origin - ViewData.ViewOrigin).SizeSquared();
const float LODFactorDistanceSquared = DistanceSquared * FMath::Square(View.LODDistanceFactor * ViewData.InvLODScale);
const bool bDrawShadowDepth = FMath::Square(Bounds.SphereRadius) > ViewData.MinScreenRadiusForCSMDepthSquared * LODFactorDistanceSquared;
const bool bDrawDepthOnly = ViewData.bForceEarlyZPass || FMath::Square(Bounds.SphereRadius) > GMinScreenRadiusForDepthPrepass * GMinScreenRadiusForDepthPrepass * LODFactorDistanceSquared;
const int32 NumStaticMeshes = PrimitiveSceneInfo->StaticMeshes.Num();
for(int32 MeshIndex = 0;MeshIndex < NumStaticMeshes;MeshIndex++)
{
const FStaticMesh& StaticMesh = PrimitiveSceneInfo->StaticMeshes[MeshIndex];
if (LODToRender.ContainsLOD(StaticMesh.LODIndex))
{
uint8 MarkMask = 0;
bool bNeedsBatchVisibility = false;
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2791226 on 2015/12/04 by Uriel.Doyon Added source code for Embree 2.7.0 Removed duplicate files from the /doc folder. Change 2800193 on 2015/12/11 by Marcus.Wassmer SSAO AsyncCompute support. #rb Martin.Mittring Change 2801631 on 2015/12/14 by Olaf.Piesche Making auto deactivate true by default, moving checks to HasCompleted, eliminating some unnecessary logic #rb martin.mittring Change 2803240 on 2015/12/15 by Gil.Gribb UE4 - Added command to collect stats on spammy stats. Change 2803476 on 2015/12/15 by Rolando.Caloca DR - Allow toggling compute skin dispatch at runtime - r.SkinCacheShaders Now enable the shaders and feature - r.SkinCaching enables toggling at runtime - r.SkinCache.BufferSize Sets the size in bytes of buffer for outputting - Now uses 3 UAV buffers instead of one (avoid RenderDoc crashes) #codereview Marcus.Wassmer, Martin.Mittring Change 2803940 on 2015/12/15 by Marcus.Wassmer Add r.PS4.AsyncComputeBudgetMode to switch between CUMasking and WaveLimit modes. So far it looks like WaveLimits behave better in UE4. Also rearrange AsyncSSAO to run immediately after HZB to overlap with occlusion queries. In my testing this takes SSAO cost from .5ms -> .2ms. However it had to be hacked to run without normals. Hopefully Martin can get some real AsyncSSAO in. #rb Martin.Mittring #codereview Martin.Mittring Change 2803999 on 2015/12/15 by Uriel.Doyon Refactored the shader complexity material override logic to allow other viewmodes shader overrides. TexelFactorAccuracy ViewMode : shows the accuracy of the static mesh texel factors, used for streaming. WantedMipsAccuracy ViewMode : shows the accuracy of the static mesh wanted mips accuracy, used for streaming. Added an option to stream textures based on the AABB distance instead of using the sphere approximation. Added an option to only keep a the wanted mips. Moved optimization related viewmodes into a submenu to avoid polluting the interface. #jira UE-24502 #jira UE-24503 #jira UERNDR-89 Change 2804150 on 2015/12/15 by Olaf.Piesche make separate translucency screen percentage a bit more robust; add numsamples to the render target creation functions in preparation for MSAA support for higher quality with low res separate translucency #rb martin.mittring Change 2804367 on 2015/12/15 by Daniel.Wright Capsule shadow primitives are tracked separately on registration - saves 2.6ms of RT time doing the view frustum culling in a medium sized map Change 2805293 on 2015/12/16 by Olaf.Piesche logging if potentially immortal emitters are spawned from gameplay; this should catch if we spawn burst only emitters with indefinite life spans (muzzle flashes, hit impacts, etc.) #rb martin.mittring Change 2805586 on 2015/12/16 by Zabir.Hoque Adding support for decals to fade and destroy themselves automatically. #CodeReview: Martin.Mittring, Daniel.Wright, Olaf.Piesche Change 2807663 on 2015/12/17 by Rolando.Caloca DR - Remove expensive logging #codereview Marcus.Wassmer Change 2807903 on 2015/12/17 by Zabir.Hoque Refactored DecalComponent's lifetime management such that it can be set and reset from Blueprints. #CodeReview Daniel.Wright, Martin.Mittring, Olaf.Piesche Change 2809261 on 2015/12/18 by Martin.Mittring Added VisualizeShadingModels to track down issues like that: FORT-16913 Textures on Hero Mesh is not shown #rb:David.Hill #code_review:Bob.Tellez Change 2810136 on 2015/12/21 by Rolando.Caloca DR - Added back draw event colors PR #1602 #jira UE-21526 #codereview Mark.Satterthwaite, Keith.Judge, Marcus.Wassmer, Josh.Adams Change 2810680 on 2015/12/21 by Martin.Mittring moved SSAO ComputeShader running without per pixel normal (for AsyncCompute) into DevRendering #test:editor Change 2811205 on 2015/12/22 by Brian.Karis Pulled clear coat out of the reflection compute shader. Added permutation for skylight. Clear coat base layer now done in base pass. It only picks up the closest capture. This will cause popping when the object moves. Still needs a cross fade. Change 2811275 on 2015/12/22 by David.Hill UE-24675 #rb martin.mittring Corrected buffer-size related problem with fringe. Change 2811397 on 2015/12/22 by Brian.Karis
2016-01-08 11:12:28 -05:00
bool bHiddenByHLODFade = false; // Hide mesh LOD levels that HLOD is substituting
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
if (bIsHLODFading)
{
if (bIsHLODFadingOut)
{
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2791226 on 2015/12/04 by Uriel.Doyon Added source code for Embree 2.7.0 Removed duplicate files from the /doc folder. Change 2800193 on 2015/12/11 by Marcus.Wassmer SSAO AsyncCompute support. #rb Martin.Mittring Change 2801631 on 2015/12/14 by Olaf.Piesche Making auto deactivate true by default, moving checks to HasCompleted, eliminating some unnecessary logic #rb martin.mittring Change 2803240 on 2015/12/15 by Gil.Gribb UE4 - Added command to collect stats on spammy stats. Change 2803476 on 2015/12/15 by Rolando.Caloca DR - Allow toggling compute skin dispatch at runtime - r.SkinCacheShaders Now enable the shaders and feature - r.SkinCaching enables toggling at runtime - r.SkinCache.BufferSize Sets the size in bytes of buffer for outputting - Now uses 3 UAV buffers instead of one (avoid RenderDoc crashes) #codereview Marcus.Wassmer, Martin.Mittring Change 2803940 on 2015/12/15 by Marcus.Wassmer Add r.PS4.AsyncComputeBudgetMode to switch between CUMasking and WaveLimit modes. So far it looks like WaveLimits behave better in UE4. Also rearrange AsyncSSAO to run immediately after HZB to overlap with occlusion queries. In my testing this takes SSAO cost from .5ms -> .2ms. However it had to be hacked to run without normals. Hopefully Martin can get some real AsyncSSAO in. #rb Martin.Mittring #codereview Martin.Mittring Change 2803999 on 2015/12/15 by Uriel.Doyon Refactored the shader complexity material override logic to allow other viewmodes shader overrides. TexelFactorAccuracy ViewMode : shows the accuracy of the static mesh texel factors, used for streaming. WantedMipsAccuracy ViewMode : shows the accuracy of the static mesh wanted mips accuracy, used for streaming. Added an option to stream textures based on the AABB distance instead of using the sphere approximation. Added an option to only keep a the wanted mips. Moved optimization related viewmodes into a submenu to avoid polluting the interface. #jira UE-24502 #jira UE-24503 #jira UERNDR-89 Change 2804150 on 2015/12/15 by Olaf.Piesche make separate translucency screen percentage a bit more robust; add numsamples to the render target creation functions in preparation for MSAA support for higher quality with low res separate translucency #rb martin.mittring Change 2804367 on 2015/12/15 by Daniel.Wright Capsule shadow primitives are tracked separately on registration - saves 2.6ms of RT time doing the view frustum culling in a medium sized map Change 2805293 on 2015/12/16 by Olaf.Piesche logging if potentially immortal emitters are spawned from gameplay; this should catch if we spawn burst only emitters with indefinite life spans (muzzle flashes, hit impacts, etc.) #rb martin.mittring Change 2805586 on 2015/12/16 by Zabir.Hoque Adding support for decals to fade and destroy themselves automatically. #CodeReview: Martin.Mittring, Daniel.Wright, Olaf.Piesche Change 2807663 on 2015/12/17 by Rolando.Caloca DR - Remove expensive logging #codereview Marcus.Wassmer Change 2807903 on 2015/12/17 by Zabir.Hoque Refactored DecalComponent's lifetime management such that it can be set and reset from Blueprints. #CodeReview Daniel.Wright, Martin.Mittring, Olaf.Piesche Change 2809261 on 2015/12/18 by Martin.Mittring Added VisualizeShadingModels to track down issues like that: FORT-16913 Textures on Hero Mesh is not shown #rb:David.Hill #code_review:Bob.Tellez Change 2810136 on 2015/12/21 by Rolando.Caloca DR - Added back draw event colors PR #1602 #jira UE-21526 #codereview Mark.Satterthwaite, Keith.Judge, Marcus.Wassmer, Josh.Adams Change 2810680 on 2015/12/21 by Martin.Mittring moved SSAO ComputeShader running without per pixel normal (for AsyncCompute) into DevRendering #test:editor Change 2811205 on 2015/12/22 by Brian.Karis Pulled clear coat out of the reflection compute shader. Added permutation for skylight. Clear coat base layer now done in base pass. It only picks up the closest capture. This will cause popping when the object moves. Still needs a cross fade. Change 2811275 on 2015/12/22 by David.Hill UE-24675 #rb martin.mittring Corrected buffer-size related problem with fringe. Change 2811397 on 2015/12/22 by Brian.Karis
2016-01-08 11:12:28 -05:00
if (bIsLODDithered && LODToRender.DitheredLODIndices[1] == StaticMesh.LODIndex)
{
bHiddenByHLODFade = true;
}
else
{
MarkMask |= EMarkMaskBits::StaticMeshFadeOutDitheredLODMapMask;
}
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
}
else
{
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2791226 on 2015/12/04 by Uriel.Doyon Added source code for Embree 2.7.0 Removed duplicate files from the /doc folder. Change 2800193 on 2015/12/11 by Marcus.Wassmer SSAO AsyncCompute support. #rb Martin.Mittring Change 2801631 on 2015/12/14 by Olaf.Piesche Making auto deactivate true by default, moving checks to HasCompleted, eliminating some unnecessary logic #rb martin.mittring Change 2803240 on 2015/12/15 by Gil.Gribb UE4 - Added command to collect stats on spammy stats. Change 2803476 on 2015/12/15 by Rolando.Caloca DR - Allow toggling compute skin dispatch at runtime - r.SkinCacheShaders Now enable the shaders and feature - r.SkinCaching enables toggling at runtime - r.SkinCache.BufferSize Sets the size in bytes of buffer for outputting - Now uses 3 UAV buffers instead of one (avoid RenderDoc crashes) #codereview Marcus.Wassmer, Martin.Mittring Change 2803940 on 2015/12/15 by Marcus.Wassmer Add r.PS4.AsyncComputeBudgetMode to switch between CUMasking and WaveLimit modes. So far it looks like WaveLimits behave better in UE4. Also rearrange AsyncSSAO to run immediately after HZB to overlap with occlusion queries. In my testing this takes SSAO cost from .5ms -> .2ms. However it had to be hacked to run without normals. Hopefully Martin can get some real AsyncSSAO in. #rb Martin.Mittring #codereview Martin.Mittring Change 2803999 on 2015/12/15 by Uriel.Doyon Refactored the shader complexity material override logic to allow other viewmodes shader overrides. TexelFactorAccuracy ViewMode : shows the accuracy of the static mesh texel factors, used for streaming. WantedMipsAccuracy ViewMode : shows the accuracy of the static mesh wanted mips accuracy, used for streaming. Added an option to stream textures based on the AABB distance instead of using the sphere approximation. Added an option to only keep a the wanted mips. Moved optimization related viewmodes into a submenu to avoid polluting the interface. #jira UE-24502 #jira UE-24503 #jira UERNDR-89 Change 2804150 on 2015/12/15 by Olaf.Piesche make separate translucency screen percentage a bit more robust; add numsamples to the render target creation functions in preparation for MSAA support for higher quality with low res separate translucency #rb martin.mittring Change 2804367 on 2015/12/15 by Daniel.Wright Capsule shadow primitives are tracked separately on registration - saves 2.6ms of RT time doing the view frustum culling in a medium sized map Change 2805293 on 2015/12/16 by Olaf.Piesche logging if potentially immortal emitters are spawned from gameplay; this should catch if we spawn burst only emitters with indefinite life spans (muzzle flashes, hit impacts, etc.) #rb martin.mittring Change 2805586 on 2015/12/16 by Zabir.Hoque Adding support for decals to fade and destroy themselves automatically. #CodeReview: Martin.Mittring, Daniel.Wright, Olaf.Piesche Change 2807663 on 2015/12/17 by Rolando.Caloca DR - Remove expensive logging #codereview Marcus.Wassmer Change 2807903 on 2015/12/17 by Zabir.Hoque Refactored DecalComponent's lifetime management such that it can be set and reset from Blueprints. #CodeReview Daniel.Wright, Martin.Mittring, Olaf.Piesche Change 2809261 on 2015/12/18 by Martin.Mittring Added VisualizeShadingModels to track down issues like that: FORT-16913 Textures on Hero Mesh is not shown #rb:David.Hill #code_review:Bob.Tellez Change 2810136 on 2015/12/21 by Rolando.Caloca DR - Added back draw event colors PR #1602 #jira UE-21526 #codereview Mark.Satterthwaite, Keith.Judge, Marcus.Wassmer, Josh.Adams Change 2810680 on 2015/12/21 by Martin.Mittring moved SSAO ComputeShader running without per pixel normal (for AsyncCompute) into DevRendering #test:editor Change 2811205 on 2015/12/22 by Brian.Karis Pulled clear coat out of the reflection compute shader. Added permutation for skylight. Clear coat base layer now done in base pass. It only picks up the closest capture. This will cause popping when the object moves. Still needs a cross fade. Change 2811275 on 2015/12/22 by David.Hill UE-24675 #rb martin.mittring Corrected buffer-size related problem with fringe. Change 2811397 on 2015/12/22 by Brian.Karis
2016-01-08 11:12:28 -05:00
if (bIsLODDithered && LODToRender.DitheredLODIndices[0] == StaticMesh.LODIndex)
{
bHiddenByHLODFade = true;
}
else
{
MarkMask |= EMarkMaskBits::StaticMeshFadeInDitheredLODMapMask;
}
}
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
}
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2791226 on 2015/12/04 by Uriel.Doyon Added source code for Embree 2.7.0 Removed duplicate files from the /doc folder. Change 2800193 on 2015/12/11 by Marcus.Wassmer SSAO AsyncCompute support. #rb Martin.Mittring Change 2801631 on 2015/12/14 by Olaf.Piesche Making auto deactivate true by default, moving checks to HasCompleted, eliminating some unnecessary logic #rb martin.mittring Change 2803240 on 2015/12/15 by Gil.Gribb UE4 - Added command to collect stats on spammy stats. Change 2803476 on 2015/12/15 by Rolando.Caloca DR - Allow toggling compute skin dispatch at runtime - r.SkinCacheShaders Now enable the shaders and feature - r.SkinCaching enables toggling at runtime - r.SkinCache.BufferSize Sets the size in bytes of buffer for outputting - Now uses 3 UAV buffers instead of one (avoid RenderDoc crashes) #codereview Marcus.Wassmer, Martin.Mittring Change 2803940 on 2015/12/15 by Marcus.Wassmer Add r.PS4.AsyncComputeBudgetMode to switch between CUMasking and WaveLimit modes. So far it looks like WaveLimits behave better in UE4. Also rearrange AsyncSSAO to run immediately after HZB to overlap with occlusion queries. In my testing this takes SSAO cost from .5ms -> .2ms. However it had to be hacked to run without normals. Hopefully Martin can get some real AsyncSSAO in. #rb Martin.Mittring #codereview Martin.Mittring Change 2803999 on 2015/12/15 by Uriel.Doyon Refactored the shader complexity material override logic to allow other viewmodes shader overrides. TexelFactorAccuracy ViewMode : shows the accuracy of the static mesh texel factors, used for streaming. WantedMipsAccuracy ViewMode : shows the accuracy of the static mesh wanted mips accuracy, used for streaming. Added an option to stream textures based on the AABB distance instead of using the sphere approximation. Added an option to only keep a the wanted mips. Moved optimization related viewmodes into a submenu to avoid polluting the interface. #jira UE-24502 #jira UE-24503 #jira UERNDR-89 Change 2804150 on 2015/12/15 by Olaf.Piesche make separate translucency screen percentage a bit more robust; add numsamples to the render target creation functions in preparation for MSAA support for higher quality with low res separate translucency #rb martin.mittring Change 2804367 on 2015/12/15 by Daniel.Wright Capsule shadow primitives are tracked separately on registration - saves 2.6ms of RT time doing the view frustum culling in a medium sized map Change 2805293 on 2015/12/16 by Olaf.Piesche logging if potentially immortal emitters are spawned from gameplay; this should catch if we spawn burst only emitters with indefinite life spans (muzzle flashes, hit impacts, etc.) #rb martin.mittring Change 2805586 on 2015/12/16 by Zabir.Hoque Adding support for decals to fade and destroy themselves automatically. #CodeReview: Martin.Mittring, Daniel.Wright, Olaf.Piesche Change 2807663 on 2015/12/17 by Rolando.Caloca DR - Remove expensive logging #codereview Marcus.Wassmer Change 2807903 on 2015/12/17 by Zabir.Hoque Refactored DecalComponent's lifetime management such that it can be set and reset from Blueprints. #CodeReview Daniel.Wright, Martin.Mittring, Olaf.Piesche Change 2809261 on 2015/12/18 by Martin.Mittring Added VisualizeShadingModels to track down issues like that: FORT-16913 Textures on Hero Mesh is not shown #rb:David.Hill #code_review:Bob.Tellez Change 2810136 on 2015/12/21 by Rolando.Caloca DR - Added back draw event colors PR #1602 #jira UE-21526 #codereview Mark.Satterthwaite, Keith.Judge, Marcus.Wassmer, Josh.Adams Change 2810680 on 2015/12/21 by Martin.Mittring moved SSAO ComputeShader running without per pixel normal (for AsyncCompute) into DevRendering #test:editor Change 2811205 on 2015/12/22 by Brian.Karis Pulled clear coat out of the reflection compute shader. Added permutation for skylight. Clear coat base layer now done in base pass. It only picks up the closest capture. This will cause popping when the object moves. Still needs a cross fade. Change 2811275 on 2015/12/22 by David.Hill UE-24675 #rb martin.mittring Corrected buffer-size related problem with fringe. Change 2811397 on 2015/12/22 by Brian.Karis
2016-01-08 11:12:28 -05:00
else if (bIsLODDithered)
{
if (LODToRender.DitheredLODIndices[0] == StaticMesh.LODIndex)
{
MarkMask |= EMarkMaskBits::StaticMeshFadeOutDitheredLODMapMask;
}
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
else
{
MarkMask |= EMarkMaskBits::StaticMeshFadeInDitheredLODMapMask;
}
}
if (ViewRelevance.bShadowRelevance && bDrawShadowDepth && StaticMesh.CastShadow)
{
// Mark static mesh as visible in shadows.
MarkMask |= EMarkMaskBits::StaticMeshShadowDepthMapMask;
bNeedsBatchVisibility = true;
}
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2791226 on 2015/12/04 by Uriel.Doyon Added source code for Embree 2.7.0 Removed duplicate files from the /doc folder. Change 2800193 on 2015/12/11 by Marcus.Wassmer SSAO AsyncCompute support. #rb Martin.Mittring Change 2801631 on 2015/12/14 by Olaf.Piesche Making auto deactivate true by default, moving checks to HasCompleted, eliminating some unnecessary logic #rb martin.mittring Change 2803240 on 2015/12/15 by Gil.Gribb UE4 - Added command to collect stats on spammy stats. Change 2803476 on 2015/12/15 by Rolando.Caloca DR - Allow toggling compute skin dispatch at runtime - r.SkinCacheShaders Now enable the shaders and feature - r.SkinCaching enables toggling at runtime - r.SkinCache.BufferSize Sets the size in bytes of buffer for outputting - Now uses 3 UAV buffers instead of one (avoid RenderDoc crashes) #codereview Marcus.Wassmer, Martin.Mittring Change 2803940 on 2015/12/15 by Marcus.Wassmer Add r.PS4.AsyncComputeBudgetMode to switch between CUMasking and WaveLimit modes. So far it looks like WaveLimits behave better in UE4. Also rearrange AsyncSSAO to run immediately after HZB to overlap with occlusion queries. In my testing this takes SSAO cost from .5ms -> .2ms. However it had to be hacked to run without normals. Hopefully Martin can get some real AsyncSSAO in. #rb Martin.Mittring #codereview Martin.Mittring Change 2803999 on 2015/12/15 by Uriel.Doyon Refactored the shader complexity material override logic to allow other viewmodes shader overrides. TexelFactorAccuracy ViewMode : shows the accuracy of the static mesh texel factors, used for streaming. WantedMipsAccuracy ViewMode : shows the accuracy of the static mesh wanted mips accuracy, used for streaming. Added an option to stream textures based on the AABB distance instead of using the sphere approximation. Added an option to only keep a the wanted mips. Moved optimization related viewmodes into a submenu to avoid polluting the interface. #jira UE-24502 #jira UE-24503 #jira UERNDR-89 Change 2804150 on 2015/12/15 by Olaf.Piesche make separate translucency screen percentage a bit more robust; add numsamples to the render target creation functions in preparation for MSAA support for higher quality with low res separate translucency #rb martin.mittring Change 2804367 on 2015/12/15 by Daniel.Wright Capsule shadow primitives are tracked separately on registration - saves 2.6ms of RT time doing the view frustum culling in a medium sized map Change 2805293 on 2015/12/16 by Olaf.Piesche logging if potentially immortal emitters are spawned from gameplay; this should catch if we spawn burst only emitters with indefinite life spans (muzzle flashes, hit impacts, etc.) #rb martin.mittring Change 2805586 on 2015/12/16 by Zabir.Hoque Adding support for decals to fade and destroy themselves automatically. #CodeReview: Martin.Mittring, Daniel.Wright, Olaf.Piesche Change 2807663 on 2015/12/17 by Rolando.Caloca DR - Remove expensive logging #codereview Marcus.Wassmer Change 2807903 on 2015/12/17 by Zabir.Hoque Refactored DecalComponent's lifetime management such that it can be set and reset from Blueprints. #CodeReview Daniel.Wright, Martin.Mittring, Olaf.Piesche Change 2809261 on 2015/12/18 by Martin.Mittring Added VisualizeShadingModels to track down issues like that: FORT-16913 Textures on Hero Mesh is not shown #rb:David.Hill #code_review:Bob.Tellez Change 2810136 on 2015/12/21 by Rolando.Caloca DR - Added back draw event colors PR #1602 #jira UE-21526 #codereview Mark.Satterthwaite, Keith.Judge, Marcus.Wassmer, Josh.Adams Change 2810680 on 2015/12/21 by Martin.Mittring moved SSAO ComputeShader running without per pixel normal (for AsyncCompute) into DevRendering #test:editor Change 2811205 on 2015/12/22 by Brian.Karis Pulled clear coat out of the reflection compute shader. Added permutation for skylight. Clear coat base layer now done in base pass. It only picks up the closest capture. This will cause popping when the object moves. Still needs a cross fade. Change 2811275 on 2015/12/22 by David.Hill UE-24675 #rb martin.mittring Corrected buffer-size related problem with fringe. Change 2811397 on 2015/12/22 by Brian.Karis
2016-01-08 11:12:28 -05:00
if(ViewRelevance.bDrawRelevance && (StaticMesh.bUseForMaterial || StaticMesh.bUseAsOccluder) && (ViewRelevance.bRenderInMainPass || ViewRelevance.bRenderCustomDepth) && !bHiddenByHLODFade)
{
// Mark static mesh as visible for rendering
if (StaticMesh.bUseForMaterial)
{
MarkMask |= EMarkMaskBits::StaticMeshVisibilityMapMask;
if (PrimitiveSceneInfo->ShouldRenderVelocity(View, false))
{
MarkMask |= EMarkMaskBits::StaticMeshVelocityMapMask;
}
++NumVisibleStaticMeshElements;
}
// If the static mesh is an occluder, check whether it covers enough of the screen to be used as an occluder.
if( StaticMesh.bUseAsOccluder && bDrawDepthOnly )
{
MarkMask |= EMarkMaskBits::StaticMeshOccluderMapMask;
}
bNeedsBatchVisibility = true;
}
if (MarkMask)
{
MarkMasks[StaticMesh.Id] = MarkMask;
}
Copying //UE4/Dev-Landscape to //UE4/Dev-Main (Source: //UE4/Dev-Landscape @ 3053591) #lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3016060 on 2016/06/16 by Gareth.Martin Fixed check being hit in AActor::InvalidateLightingCacheDetailed when building lighting with grass (cloned from 4.12) #jira UE-31766 Change 3016346 on 2016/06/16 by Gareth.Martin Fixed crash when editing landscape component properties and then clicking in the editor viewport (cloned from 4.12) #jira UE-32060 Change 3016366 on 2016/06/16 by Gareth.Martin Refactor Landscape Select / Mask tools so that they don't share a common brush stroke class - they had no common code, there was just a massive if statement in there selecting between the two behaviours Change 3017787 on 2016/06/17 by Gareth.Martin Added Copy/Transform Algos Change 3019479 on 2016/06/20 by Gareth.Martin Fix for user-reported crash in landscape circle brush (https://udn.unrealengine.com/questions/298966/crash-in-flandscapebrushcircletick.html) Change 3020927 on 2016/06/21 by Gareth.Martin Fixed "Obj in another map" error when packaging a project containing Landscape for Android #jira UE-32194 Change 3021318 on 2016/06/21 by Gareth.Martin Fixed crash in PIE while using Landscape Splines with bPlaceSplineMeshesInStreamingLevels #jira UE-32034 Change 3024769 on 2016/06/23 by Gareth.Martin Allow creation of transient objects during saving, as they wouldn't be saved anyway (and the slate font system did during autosave and hit this check) #jira UE-32194 Change 3026457 on 2016/06/24 by Gareth.Martin Fixed crash when setting landscape component collision mip to an invalid value while in collision viewmode (cloned from 4.12) #jira UE-32415 Change 3032336 on 2016/06/29 by Gareth.Martin Fixed a long-standing issue with undo/redo nulling lazy pointers - Two objects are created which reference each other with lazy object pointers (e.g. ULandscapeComponent and ULandscapeHeightfieldCollisionComponent) - Undo - During undo, the first object saves its state and restores itself to a deleted (pendingkill) state - the second object then tries to save its state, but as the other object is marked pending kill it fails to resolve its lazy ptr and saves null instead - Redo - Lazy ptr is restored to the saved null instead of the actual original value Change 3032818 on 2016/06/29 by Gareth.Martin Removed all use of deferred exec commands from the landscape code This solves numerous crashes during commandlets etc with landscape infos not being initialized because they don't tick the engine #jira UE-31654 #jira UE-29568 Notes: Split CreateLandscapeInfo from GetLandscapeInfo (removing the default-true bool param from GetLandscapeInfo in the process), so it only gets created where intended Removed some unused properties/functions, e.g. ULandscapeInfo::bIsValid, bCurrentlyEditing Removed legacy landscape world composition code General cleanup Change 3032820 on 2016/06/29 by Gareth.Martin File missing from CL 3032818 (P4! Grr) Change 3037033 on 2016/07/04 by Gareth.Martin Capitalised variable names in Algo::Accumulate at Core's request Change 3037035 on 2016/07/04 by Gareth.Martin Improved Algo::Accumulate when used with movable types (e.g. FString) Change 3037373 on 2016/07/05 by Gareth.Martin Added FText property handle type Change 3039183 on 2016/07/06 by Gareth.Martin Landscape data plugin API - part 1: Import Change 3042473 on 2016/07/08 by Gareth.Martin Landscape data plugin API - part 2: Re-Import Change 3042484 on 2016/07/08 by Jack.Porter Pull request from AndrewScheidecker https://github.com/EpicGames/UnrealEngine/pull/1279 and updated to 4.13. Adapted GetStaticBatchElementVisibility to support changing visibility of batches with a single element (for view-dependent culling of static mesh elements) Added GetStaticBatchElementShadowVisibility that allows culling static mesh elements when rendering shadow depths using information about the light ** Any user-created vertex factory that implements GetStaticBatchElementVisibility will need to set bRequiresPerElementVisibility on their FMeshBatch. #1279 Change 3044665 on 2016/07/11 by Gareth.Martin Renamed Engine/FixedSizeArrayView to Core/Containers/ArrayView Note: The new and improved TArrayView (as agreed with core team) is *not* const-propogating. const TArrayView<T> does not imply "const T" and will not bind to a const TArray! You want TArrayView<const T> Change 3045936 on 2016/07/12 by Gareth.Martin Worked around Visual Studio 2013 bug with the new TArrayView #jira UE-33037 Change 3045964 on 2016/07/12 by Gareth.Martin Fix "cannot find shader" crash when using landscape with XY offsets #jira UE-33042 Change 3046311 on 2016/07/12 by Gareth.Martin Landscape data plugin API - part 3: Tiled landscapes Change 3047701 on 2016/07/13 by Gareth.Martin Landscape data plugin API - cleanup Change 3047894 on 2016/07/13 by Gareth.Martin Landscape data plugin API - part 4: Support inherent scale in landscape heightmap formats Change 3049656 on 2016/07/14 by Gareth.Martin Landscape data plugin API - Fix right-click layer import option to show plugin filetypes in the file selector Change 3050073 on 2016/07/14 by Gareth.Martin Update sequence recorder to new TArrayView following merge from main Change 3050096 on 2016/07/14 by Gareth.Martin Landscape data plugin API - part 5: Export! Change 3051521 on 2016/07/15 by Gareth.Martin Landscape data plugin API - part 6: Finishing up Change 3051783 on 2016/07/15 by Gareth.Martin Fixed the landscape info map not being transacted correctly, resulting in a crash if you undo the deletion of a landscape #jira UE-33291 Change 3053322 on 2016/07/18 by Gareth.Martin Fix landscapes not being registered correctly with their landscape info when hiding/showing them in world composition #jira UE-33346 Change 3053513 on 2016/07/18 by Jack.Porter Added LANDSCAPE_API to Landscape MaterialExpression classes #jira UE-25145 #1927 Change 3053591 on 2016/07/18 by Gareth.Martin Attempt to fix VS 2013 ICE #jira UE-33382 [CL 3053789 by Gareth Martin in Main branch]
2016-07-18 11:58:33 -04:00
// Static meshes which don't need per-element visibility always draw all elements
if (bNeedsBatchVisibility && StaticMesh.bRequiresPerElementVisibility)
{
WriteView.StaticMeshBatchVisibility[StaticMesh.Id] = StaticMesh.VertexFactory->GetStaticBatchElementVisibility(View, &StaticMesh);
}
}
}
}
static_assert(sizeof(WriteView.NumVisibleStaticMeshElements) == sizeof(int32), "Atomic is the wrong size");
FPlatformAtomics::InterlockedAdd((volatile int32*)&WriteView.NumVisibleStaticMeshElements, NumVisibleStaticMeshElements);
}
void RenderThreadFinalize()
{
FViewInfo& WriteView = const_cast<FViewInfo&>(View);
for (int32 Index = 0; Index < NotDrawRelevant.NumPrims; Index++)
{
WriteView.PrimitiveVisibilityMap[NotDrawRelevant.Prims[Index]] = false;
}
Copying //UE4/Fortnite-Staging to //UE4/Main #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806454 on 2015/12/16 by Bob.Tellez #UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive. #rb Ben.Zeigler #codereview Dmitry.Rekman Change 2805502 on 2015/12/16 by Ben.Zeigler #UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time. As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569 #codereview mike.beach, bob.tellez Change 2805288 on 2015/12/16 by David.Nikdel #HTTP #HttpRetry - Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors. - Changed HTTP retry logic a little bit * If a response was received, retry on service-specific explicit HTTP codes (defaults to empty) * If a response was not received and we did not send a full request, automatically retry * If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent) - Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible * Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization) * Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case. - Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally. * Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis #RB: Sam.Zamani #CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro #Fixes: FORT-17804 Change 2803864 on 2015/12/15 by Bob.Tellez #UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server. #rb Dmitry.Rekman #codereview Nick.Darnell Change 2803677 on 2015/12/15 by Billy.Bramer - Expose equality and inequality operators for gameplay attributes #rb Todd.Eckert Change 2802881 on 2015/12/14 by Bob.Tellez #UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting. #rb Phillip.Kavan, Maciej.Mroz #codereview Phillip.Kavan, Maciej.Mroz Change 2801636 on 2015/12/14 by Bob.Tellez #UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages. #codereview Graeme.Thornton Change 2800400 on 2015/12/11 by Jonathan.Lindquist Submitting a new Pivot Painter Edition - now renders to textures - improved workflow - greater capabilities Change 2799579 on 2015/12/11 by John.Abercrombie [AUTOMERGE] Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4 Fixes FORT-18649 - Patrols don't spawn consistently - The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire #rb me (this code was written by MieszkoZ) (removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile) -------- Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11. Change 2799018 on 2015/12/10 by Bob.Tellez #UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag. #rb Fred.Kimberley #codereview Peter.Knepley Change 2798926 on 2015/12/10 by Bob.Tellez #UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture. #jira FORT-18514 #codereview Martin.Mittring Change 2797758 on 2015/12/10 by Mark.Satterthwaite Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal. Change 2781204 on 2015/11/25 by Dmitry.Rekman Linux: use jemalloc by default if available. - Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM. #rb Bob.Tellez #codereview Bob.Tellez, Ben.Zeigler Change 2779398 on 2015/11/24 by Mark.Satterthwaite Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
WriteView.ShadingModelMaskInView |= CombinedShadingModelMask;
WriteView.bUsesGlobalDistanceField |= bUsesGlobalDistanceField;
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Capsule shadows * Capsule shadows excel at extremely soft area shadows caused by a large light source angle, but don't support accurate self-shadowing * Artists can setup a physics asset containing Spheres and Sphyls (capsules) for a skeletal mesh that will be used to represent the mesh's occlusion * These shapes can then be used for direct shadowing (bCastCapsuleDirectShadow) on a skeletal mesh component, whose softness depends on the light source angle / radius * The shapes can also be used to create an indirect shadow (bCastCapsuleIndirectShadow), whose direction and softness is derived from the precomputed sky occlusion (stationary sky light) or primary indirect lighting (static sky light) * Capsule shadowing is computed at half res and uses tiled deferred culling for efficiency - only implemented for PC SM5 + PS4 so far * Shadowing of movable skylights is not yet supported Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data Basepass drawlist are now merged within a single drawlist. Lighting policy parameters are now accessed through a uniform buffer. Changed the global resource initialization so that InitRHI now comes before InitDynamicRHI #codereview nick.penwarden Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams Remove unused RHI methods: RHIIsDrawingViewport RHIGpuTimeBegin RHIGpuTimeEnd Made default/empty versions of these calls and removed stubs from RHIs that don't use them: RHISuspendRendering RHIResumeRendering RHIIsRenderingSuspended Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lighting channels - each component and light can choose from 3 channels * Primitives output their channel mask to stencil during the base pass, the masks are copied to a texture after the base pass, deferred lighting passes compare the primitive mask against the light's mask * Dynamic shadow casting also respects the channels * Only works on opaque materials, direct lighting, dynamic lighting * Not implemented for tiled deferred atm * This will replace CastsShadowsFromCinematicObjectsOnly in the future #rb Martin.Mittring Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New First pass at separate Async Compute Context #codereview Lee.Clark,Daniel.Wright #rb Gil.Gribb Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering Removed a lot of complexity of the skeletal mesh motionblur code (better for multithreading, simpler, faster) but going from one large buffer to per mesh buffers. Upload of bones only needed once. * GPUSkinCache didn't even work before (in this branch) * tested BasePass velocity * tested split screen * tested editor pause * matinee camera cut (no need, invalidates velocity) * tested CPU Skin? (never has motionblur) * tested CreateSceneProxy (recreation is prevented in CreteSceneProxy unless bone count changes) * test ES2 -featureleveles2 #rb: Rolando.Caloca Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data Embree integration into Lightmass Can be enabled through Lightmass.ini [DevOptions.StaticLighting]bUseEmbree. Also [DevOptions.StaticLighting]bVerifyEmbree will compare ray casting results. Only usable on Win64 with this submit. #review daniel.wright Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering added SSAO CS version, can be enabled with r.AmbientOcclusion.Compute 1 Not optimized yet #rb:Olaf.Piesche Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lightmass solver quality improvements * IndirectLightingScale is no longer applied to photons, avoids splotchy artifacts when using small scales * New 'Lightmass Portal' actor / component which tells the solver where to look for significant lighting. When lighting with a Static Skylight only, in a mostly indoor environment, setting up these portals is the only way to get high quality. * Skylight bounce lighting is now much more accurate and leverages adaptive sampling * Fixed a bug that effectively disabled adaptive sampling on high IndirectLightingQualities * Shadow penumbras are also improved by IndirectLightingQuality * Texel debugging is now a cvar 'r.TexelDebugging', instead of requiring a full recompile Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data Quad Complexity ViewMode (PCD3D_SM5 only). Shader Complexity with Quad Overhead ViewMode (PCD3D_SM5 only). Require ShaderComplexity ViewMode & Show.Visualize.QuadOverhead #review brian.karis Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering improved SSAO quality (less high frequency noise) to avoid TemporalAA smearing Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S DevRendering - Enable removing unused outputs on PS4 shader pipelines, disable by default removing unused on D3D (toggable with r.D3DRemoveUnusedInterpolators) #codereview Marcus.Wassmer Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev Submitting pull request from user Pierdek. Early out of particle collision module update if there are no active particles. #github #1614 Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Fixed the experimental r.RHICmdBalanceParallelLists 2 mode and renabled it for orion. Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Added a path so that texture streaming can avoid flushing the RHI thread. Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Added new PrimitiveComponent setting bSingleSampleShadowFromStationaryLights * When enabled, shadowing of a movable component from a stationary directional light will come from the Volume Lighting Samples precomputed by Lightmass * This provides essentially free on/off shadow receiving on dynamic objects, with a fade over time between states * Lighting has to be rebuilt once for this to work #rb Rolando.Caloca Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Dynamically set stream source to avoid creating a separate drawing policy for each static mesh with vertex colors. #rb Daniel.Wright Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data Enabled Embree by default #review daniel.wright ========================== ALL CHANGELISTS ========================== Change 2720123 on 2015/10/07 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - 'integrate' Tem' Change 2721682 on 2015/10/08 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Eliminated a fatal error ' Change 2721815 on 2015/10/08 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - Fix crash exiti' Change 2724755 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix Tier' Change 2724781 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix offse' Change 2728317 on 2015/10/14 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - hlslcc - Fix fo' Change 2729170 on 2015/10/14 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Force Lightmass volume sample g' Change 2732131 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed resource transition issue' Change 2732218 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code cleanup ' Change 2733533 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Clear stencil to 0 after decals' Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Capsule shadows * Capsule shado' Change 2733546 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Light shaft targets are only al' Change 2733602 on 2015/10/19 by Uriel.Doyon@uriel.doyon_office_data 'Decals not writing to Normal ca' Change 2733627 on 2015/10/19 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix for transition ensure. ' Change 2735292 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for dark lightmap precision' Change 2735298 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for speedtree LOD transitio' Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data 'Basepass drawlist are now merge' Change 2737214 on 2015/10/21 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Expanded a warning when importi' Change 2738581 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Updated comment on stencil usag' Change 2738583 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Changed bound but not set scene' Change 2738584 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed skylight occlusion maps b' Change 2738589 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmap streaming fixes * Chan' Change 2738593 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fix from licensee for race cond' Change 2738982 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Activating CanTickOnAnyThread f' Change 2739032 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Fixing compiler barf with Clang' Change 2741517 on 2015/10/26 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRindering - D3D12 - Integrat' Change 2743790 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed texel debugging on static' Change 2743958 on 2015/10/27 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comments ' Change 2744153 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Unity compile fix ' Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams 'Remove unused RHI methods: RHI' Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lighting channels - each compon' Change 2746242 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix crashes on init by swapping' Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'First pass at separate Async Co' Change 2746296 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Buffer label frees so we don't ' Change 2746297 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'updated comment ' Change 2746343 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746347 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746811 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Draw event for compute commandl' Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Removed a lot of complexity of ' Change 2747127 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Improved game console printout ' Change 2747702 on 2015/10/30 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Bumped Lightmass StaticMesh imp' Change 2747954 on 2015/10/30 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix SubmitDone not called TRC e' Change 2747979 on 2015/10/30 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'polish console autocomplete tex' Change 2750719 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Add Embree 2.7.0 for Win64 and ' Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Embree integration into Lightma' Change 2750872 on 2015/11/02 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2751934 on 2015/11/03 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Disambiguate template function ' Change 2752190 on 2015/11/03 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed assert relating to ' Change 2752333 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Shader pipeline ' Change 2752655 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - Fix Materials pa' Change 2752710 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2752711 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added better comment/help text ' Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added SSAO CS version, can be e' Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmass solver quality improv' Change 2752869 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Add shader pipel' Change 2752882 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - hlslcc - Metal -' Change 2752899 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'small SSAO GPU optimization mov' Change 2752934 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor GPU optimization for SSAO' Change 2753109 on 2015/11/03 by Uriel.Doyon@uriel.doyon_office_data 'Fixed final build ' Change 2753669 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed SM4 compiling ' Change 2754002 on 2015/11/04 by Nick.Penwarden@nickp_streams 'test change ' Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data 'Quad Complexity ViewMode (PCD3D' Change 2754115 on 2015/11/04 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed end of frame update' Change 2754297 on 2015/11/04 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'PS4 compile fixes #codereview U' Change 2754405 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor SSAO ALU optimizations fi' Change 2754512 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'adjusted clamp for cvar ' Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'improved SSAO quality (less hig' Change 2755572 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - PS4 warning fix ' Change 2755667 on 2015/11/05 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed UE-22742, leak in t' Change 2755722 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Remove unused co' Change 2755814 on 2015/11/05 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2755935 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Rebuild static m' Change 2756003 on 2015/11/05 by Uriel.Doyon@uriel.doyon_office_data 'Reduce the number of precompute' Change 2756145 on 2015/11/05 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Temp fix for GPU crash #rb none' Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Enable removing ' Change 2756435 on 2015/11/05 by Olaf.Piesche@Olaf.Piesche_roaming 'Disabling a check, to fix OR-85' Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev 'Submitting pull request from us' Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed the experimental r.' Change 2757341 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Changed the RHI thread di' Change 2757342 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed lazy uniform buffer' Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Added a path so that text' Change 2757500 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Add FrameSync to externalprofil' Change 2757650 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'GBuffer should only be consider' Change 2757665 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'UE-22816 Instruction count is n' Change 2757834 on 2015/11/06 by Michael.Trepka@Michael.Trepka_a4202_Dev-Rendering 'Embree integration into Lightma' Change 2757930 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix UT ensure #rb Peter.Knepley' Change 2757931 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix Ocean ensure #rb josh.ander' Change 2757946 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Removed invalid Lightmass asser' Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Added new PrimitiveComponent se' Change 2758049 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'OR-8600 CRASH: AllocationLeveli' Change 2758059 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'r.DumpTransitionsForResource #r' Change 2758082 on 2015/11/06 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix resource tra' Change 2758879 on 2015/11/09 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix PSSL names f' Change 2758911 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed accidental force di' Change 2758968 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled single frame buffer us' Change 2758991 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix togglerhithread crash #rb G' Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Dynamically set stream so' Change 2759063 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed UE-22368 CLONE - GitHub 1' Change 2759073 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code quality improvements' Change 2759501 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix particle ensure. ' Change 2759522 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix decals using CustomStencil.' Change 2759610 on 2015/11/09 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed line light source shadows' Change 2759634 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Refined GBufferA resolving when' Change 2759657 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Fixed ResourceTransition with r' Change 2759693 on 2015/11/09 by Rolando.Caloca@Rolando.Caloca_T4688_S 'DevRendering - Fixed global sha' Change 2759771 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Fixed editor hit proxy renderin' Change 2760188 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled some more deferred dec' Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data 'Enabled Embree by default #revi' [CL 2761339 by Nick Penwarden in Main branch]
2015-11-10 17:11:09 -05:00
WriteView.bUsesLightingChannels |= bUsesLightingChannels;
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
WriteView.bTranslucentSurfaceLighting |= bTranslucentSurfaceLighting;
VisibleEditorPrimitives.AppendTo(WriteView.VisibleEditorPrimitives);
VisibleDynamicPrimitives.AppendTo(WriteView.VisibleDynamicPrimitives);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2943963 on 2016/04/14 by Daniel.Wright Shader compile errors are unsuppressed Change 2943978 on 2016/04/14 by Gil.Gribb UE4 - First pass at async loading improvements....mostly disabled. Change 2944021 on 2016/04/14 by Martin.Mittring fixed HLSL compiler warning Change 2944031 on 2016/04/14 by Martin.Mittring fixed ensures, wrapped some members behind get accessor functions Change 2944086 on 2016/04/14 by Martin.Mittring cleanup: removed not needed code Change 2944177 on 2016/04/14 by Daniel.Wright Clamp on FarShadowCascadeCount, prevents crashing from huge values Change 2944182 on 2016/04/14 by Martin.Mittring removed not needed code Change 2944250 on 2016/04/14 by Rolando.Caloca DR - vk - Minor fixes Change 2944286 on 2016/04/14 by Daniel.Wright Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions Added bShowPreviewPlane to planar reflection actors The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes Change 2944288 on 2016/04/14 by Daniel.Wright Fixed refraction with a world space normal Change 2944291 on 2016/04/14 by Daniel.Wright Panner nodes have an optional speed input Change 2944346 on 2016/04/14 by Rolando.Caloca DR - Fix Vulkan shader platform on Android - Added more info on checks() Change 2945007 on 2016/04/15 by Gil.Gribb Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering) Change 2945348 on 2016/04/15 by Daniel.Wright Fixed compile error Change 2945358 on 2016/04/15 by Olaf.Piesche #jira UE-29241 Sequential particle selection code was all sorts of weird. Rewrote and simplified. Change 2945941 on 2016/04/15 by Martin.Mittring added r.DisplayInternals to debug determinism for screen shot comparison Change 2945999 on 2016/04/15 by Martin.Mittring improved r.DisplayInternal output Change 2946023 on 2016/04/15 by Olaf.Piesche Adding missing call to Super::PostEditChangeProperty; UDN 286717 Change 2947155 on 2016/04/18 by Martin.Mittring started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up #test:PC Change 2947207 on 2016/04/18 by Martin.Mittring fixed engine compiling in shipping/test #code_review:Uriel.Doyan Change 2947212 on 2016/04/18 by Uriel.Doyon Lightmap density viewmode now shows the wanted resolution when the lighting isn't build. #jira UE-29317 Change 2947374 on 2016/04/18 by Uriel.Doyon Fixed support for resolution scale for the PostProcessVisualizeComplexity #jira UE-29473 Change 2947903 on 2016/04/19 by Gil.Gribb Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering) Change 2948019 on 2016/04/19 by Rolando.Caloca DR - Allow vk format as a target format for win Change 2948162 on 2016/04/19 by Simon.Tovey Fix for crash with Collision visualization. Change 2948419 on 2016/04/19 by Martin.Mittring fixed sort priority of translucent rendering (caused by recent checkin) Change 2948433 on 2016/04/19 by Martin.Mittring fixed memory handling of FRendererViewExtension Change 2948631 on 2016/04/19 by Martin.Mittring fixed compile error on Mac Change 2948832 on 2016/04/19 by Martin.Mittring fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues) Change 2949013 on 2016/04/19 by Martin.Mittring refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping this is useful for MeshDecals #test:PC, parallel on and off Change 2949620 on 2016/04/20 by Martin.Mittring fixed compiler warning Change 2949639 on 2016/04/20 by Uriel.Doyon Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader Change 2949721 on 2016/04/20 by Chris.Bunner Avoid creating additional inline code fragment casting matching uniform types. #jira UE-29089 Change 2949722 on 2016/04/20 by Chris.Bunner Prevent nullptr crash and added additional logging. #jira UE-28387 Change 2949913 on 2016/04/20 by Martin.Mittring marked ccommand as cheat Change 2950064 on 2016/04/20 by Martin.Mittring added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background Change 2950065 on 2016/04/20 by Martin.Mittring nicer debug printout Change 2950201 on 2016/04/20 by Martin.Mittring fixed UE-29752 Console commands input with " = " should display an error message Change 2950531 on 2016/04/20 by Martin.Mittring fixed comment Change 2951737 on 2016/04/21 by HaarmPieter.Duiker Adds support forHDR displays using Dolby PQ output Change 2951869 on 2016/04/21 by Martin.Mittring polish r.DisplayInternal Change 2951950 on 2016/04/21 by HaarmPieter.Duiker Reordered variable definition to address build warning Change 2951996 on 2016/04/21 by Martin.Mittring fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation", changed directory order to run locally it currently requires "r.ScreenshotDelegate=0" #code_review:Ben.Salem, Michael.Noland Change 2952146 on 2016/04/21 by Olaf.Piesche make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures Change 2952230 on 2016/04/21 by Martin.Mittring * Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec . * changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber #code_review:Daniel.Wright Change 2953173 on 2016/04/22 by Olaf.Piesche Adding UI for easilly browsing and switching in a folder full of stats dumps Change 2953213 on 2016/04/22 by Olaf.Piesche Renaming a stat to be more descriptive Change 2953393 on 2016/04/22 by Zabir.Hoque Get DX12 running again: - Port Shader Resource Table change - Line up VS outputs and ps inputs - Fix incorrectly defining a static global in a .h Change 2953453 on 2016/04/22 by Martin.Mittring polished r.DisplayInternal Change 2954618 on 2016/04/25 by Zabir.Hoque 2 Fixes: - GLSL does not understand "unsigned int", converted to "uint" - Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction. Change 2955369 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Fix some memory leaks in the frontend Change 2955403 on 2016/04/25 by Uriel.Doyon Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux. Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4 #jira UE-28840 Change 2955419 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Reenabled support for static global variables being not const Change 2955432 on 2016/04/25 by Zabir.Hoque Fix build break from not undef'ing LOCTEXT_NAMESPACE Change 2955459 on 2016/04/25 by Zabir.Hoque TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque. Change 2956292 on 2016/04/26 by Zabir.Hoque Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output). #CodeReview: Jack.Porter, Allan.Bentham Change 2956662 on 2016/04/26 by Chris.Bunner Temporary fix for new Tonemapper issues. #jira UE-29935 Change 2957614 on 2016/04/27 by Marcus.Wassmer Fix PS4 shader compiler errors. Change 2958468 on 2016/04/27 by Rolando.Caloca DR - Fix hlslcc validation issue - Show error on SCW if shader format not found when running with -directcompile #jira UE-29982 Change 2959105 on 2016/04/28 by Rolando.Caloca DR - Rebuilt hlslcc for Mac Change 2959891 on 2016/04/28 by Daniel.Wright Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields Change 2959895 on 2016/04/28 by Daniel.Wright Work around build machine string matching heuristics that will cause a cook to fail Change 2959902 on 2016/04/28 by Daniel.Wright Added LowerHemisphereSolidColor to sky lights Change 2959930 on 2016/04/28 by Daniel.Wright Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles Change 2959933 on 2016/04/28 by Daniel.Wright Substring matching for console command suggestions * Only implemented in the editor, game uses UConsole which needs an entirely different implementation * Not sorting starting matches first, although that is desired Change 2959942 on 2016/04/28 by Daniel.Wright Gracefully handle when input string doesn't match search results Change 2960743 on 2016/04/29 by Gil.Gribb UE4 - UAT - Add map name to editortest command line. Change 2960940 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960955 on 2016/04/29 by Gil.Gribb UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled). Change 2960961 on 2016/04/29 by Chris.Bunner Potential material translator Lerp node pre-computations/optimizations. #jira OR-20138 Change 2961087 on 2016/04/29 by Gil.Gribb Fixed compile error in preflight relating to load time test rig Change 2962565 on 2016/05/02 by Gil.Gribb Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering) Change 2965058 on 2016/05/03 by Chris.Bunner Shader version bump. #lockdown Gil.Gribb #jira UE-30206 Change 2966554 on 2016/05/04 by Chris.Bunner Bumping shader version again, unintentionally polluted DDC previously. #lockdown Gil.Gribb #jira UE-30329 Change 2967183 on 2016/05/05 by Gil.Gribb UE4 - Fixed a bad hash on landscape grass components. Simple, safe. #lockdown nick.penwarden [CL 2967480 by Gil Gribb in Main branch]
2016-05-05 12:13:26 -04:00
WriteView.TranslucentPrimSet.AppendScenePrimitives(TranslucencyPrims.Prims, TranslucencyPrims.NumPrims, TranslucencyPrimCount);
DistortionPrimSet.AppendTo(WriteView.DistortionPrimSet);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3006483 on 2016/06/08 by Simon.Tovey Fix for UE-31653 Instance params from the Spawn, Required and TypeData modules were not being autopopulated. Change 3006514 on 2016/06/08 by Zabir.Hoque MIGRATING FIX @ Request Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction. #CodeReview: Marcus.Wassmer, Daniel.Wright Change 3006605 on 2016/06/08 by Rolando.Caloca DR - vk - Remove a bunch of unused code, clean up some todos Change 3006969 on 2016/06/08 by HaarmPieter.Duiker Add #ifdefs around inverse tonemapping to avoid performance hit in normal use Change 3007240 on 2016/06/09 by Chris.Bunner Made a pass at fixing global shader compile warnings and errors. Change 3007242 on 2016/06/09 by Chris.Bunner Don't force unlit mode when re-loading a map. #jira UE-31247 Change 3007243 on 2016/06/09 by Chris.Bunner Cache InvalidLightmapSettings material for instanced meshes. #jira UE-31182 Change 3007258 on 2016/06/09 by Chris.Bunner Fixed refractive depth bias material parameter. Change 3007466 on 2016/06/09 by Rolando.Caloca DR - Use vulkan debug marker extension directly from header Change 3007504 on 2016/06/09 by Martin.Mittring added refresh button to ImageVerifier Change 3007528 on 2016/06/09 by Martin.Mittring ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end make render more deterministic Change 3007551 on 2016/06/09 by Chris.Bunner Reverted constant type change in previous commit. Change 3007559 on 2016/06/09 by Martin.Mittring updated ImageValidator Change 3007584 on 2016/06/09 by Rolando.Caloca DR - Fix case when not running under RD Change 3007668 on 2016/06/09 by Rolando.Caloca DR - vk - Split layers/extensions by required/optional Change 3007820 on 2016/06/09 by Rolando.Caloca DR - Android compile fix Change 3007926 on 2016/06/09 by Martin.Mittring fixed UI scaling in ImageVerifyer Change 3007931 on 2016/06/09 by John.Billon -Fixed cutouts not working for certain sized texture/subUV size combinations. -Also fixed issue with subUV module not being postloaded consistently on startup. #Jira UE-31583 Change 3008023 on 2016/06/09 by Martin.Mittring refactor noise code in shaders Change 3008127 on 2016/06/09 by Zabir.Hoque Merging back hot fixes: 1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS. 2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself. Change 3008129 on 2016/06/09 by Daniel.Wright Disabled r.ProfileGPU.PrintAssetSummary by default due to spam Change 3008169 on 2016/06/09 by Rolando.Caloca DR - Fix mobile rendering not freeing resource when using RHI thread Change 3008429 on 2016/06/09 by Uriel.Doyon Enabled texture streaming new metrics. Added progress bar while texture streaming is being built. Added debug shader validation to prevent crashes when there are uniform expression set mismatches. Added texture streaming build to "Build All" Change 3008436 on 2016/06/09 by Uriel.Doyon Fixed shipping build Change 3008833 on 2016/06/10 by Rolando.Caloca DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications Submitted by Allar PR #1864 #jira UE-24545 Change 3008842 on 2016/06/10 by Rolando.Caloca DR - Remove vertex densities view mode Change 3008857 on 2016/06/10 by John.Billon Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching. Change 3008870 on 2016/06/10 by Rolando.Caloca DR - Rebuild hlslcc libs (missing from last merge) Change 3008925 on 2016/06/10 by John.Billon Fixed r.ScreenPercentage.Editor #Jira UE-31549 Change 3009028 on 2016/06/10 by Daniel.Wright Shadow depth refactor * Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame * This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading * The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed * A large amount of duplicated code to handle each shadow type has been combined * Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency * 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures Change 3009032 on 2016/06/10 by Daniel.Wright Fixed crash with simple forward shading in the material editor Change 3009178 on 2016/06/10 by Rolando.Caloca DR - Add support for multi callbacks on HlslParser, added a write to string callback Change 3009268 on 2016/06/10 by Daniel.Wright Warning fixes Change 3009416 on 2016/06/10 by Martin.Mittring moved decal rendering code in common spot for upcoming MeshDecal rendering Change 3009433 on 2016/06/10 by John.Billon Adding ensures for translucency lighting volume render target acesses. #Jira UE-31578 Change 3009449 on 2016/06/10 by Daniel.Wright Fixed whole scene point light shadow depths getting rendered redundantly Change 3009675 on 2016/06/10 by Martin.Mittring fixed Clang compiling Change 3009815 on 2016/06/10 by Martin.Mittring renamed IsUsedWithDeferredDecal to IsDeferredDecal to be more correct Change 3009946 on 2016/06/10 by Martin.Mittring minor optimization Change 3010270 on 2016/06/11 by HaarmPieter.Duiker Update gamut transformations used when dumping EXRs to account for bug UE-29935 Change 3011423 on 2016/06/13 by Martin.Mittring fixed default of bOutputsVelocityInBasePass #code_review:Rolando.Caloca #test:PC Change 3011448 on 2016/06/13 by Martin.Mittring minor engine code cleanup #code_review:Olaf.Piesche #test:PC Change 3011991 on 2016/06/13 by Daniel.Wright Fixed downsampled translucency crash in VR Change 3011993 on 2016/06/13 by Daniel.Wright Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely' Mobility tooltips now reflect whether a primitive component or light component is being inspected Change 3012096 on 2016/06/13 by Daniel.Wright Missing file from cl 3011993 Change 3012546 on 2016/06/14 by John.Billon Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled #Jira OR-23282 Change 3012706 on 2016/06/14 by John.Billon Renamed r.ContactShadows.Enable to r.ContactShadows Change 3012992 on 2016/06/14 by Rolando.Caloca DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled - Added support for CustomPresent Change 3013030 on 2016/06/14 by Rolando.Caloca DR - vk - Fix dev issue Change 3013423 on 2016/06/14 by Martin.Mittring removed code redundancy for easier upcoming changes #test:PC Change 3013451 on 2016/06/14 by Martin.Mittring removed no longer needed debug cvar #test:PC Change 3013643 on 2016/06/14 by Zabir.Hoque Fix API only being inlined in the cpp and not avaialble in the .h Change 3013696 on 2016/06/14 by Olaf.Piesche Adding missing quality level spawn rate scaling on GPU emitters Change 3013736 on 2016/06/14 by Daniel.Wright Cached shadowmaps for whole scene point and spot light shadows * Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights) * Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving * Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached * Cached shadowmaps are copied each frame and then movable primitive depths composited * Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap) * 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness) * 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights) Change 3014103 on 2016/06/15 by Daniel.Wright Compile fix Change 3014507 on 2016/06/15 by Simon.Tovey Resurrected Niagara playground and moved to Samples/NotForLicencees Change 3014931 on 2016/06/15 by Martin.Mittring moved r.RenderInternals code into renderer to be able to access more low level data #test:PC, paragon Change 3014933 on 2016/06/15 by Martin.Mittring nicer text Change 3014956 on 2016/06/15 by Daniel.Wright Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD) Change 3014985 on 2016/06/15 by Uriel.Doyon Enabled Texture Build shaders on Mac Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping. Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets #jira UE-30566 #jira UE-31098 Change 3014995 on 2016/06/15 by Rolando.Caloca DR - vk - Removed RHI thread wait on acquire image - Move Descriptor pool into context Change 3015002 on 2016/06/15 by Rolando.Caloca DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine Change 3015041 on 2016/06/15 by Martin.Mittring fixed ImageValidator crashing when using files that exist only in ref or test folder Change 3015309 on 2016/06/15 by Rolando.Caloca DR - vk - Enable fence re-use on SDKs >= 1.0.16.0 Change 3015356 on 2016/06/15 by Rolando.Caloca DR - vk - Prep for staging buffer refactor Change 3015430 on 2016/06/15 by Martin.Mittring minor optimization for subsurfacescatteringprofile Change 3016097 on 2016/06/16 by Simon.Tovey Enabling Niagara by default in the Niagara playground Change 3016098 on 2016/06/16 by Simon.Tovey Some misc fixup to get niagara working again Change 3016183 on 2016/06/16 by Rolando.Caloca DR - vk - Recreate buffer view for volatile buffers Change 3016225 on 2016/06/16 by Marcus.Wassmer Duplicate reflection fixes from 4.12 hotfixes. Change 3016289 on 2016/06/16 by Chris.Bunner Always gather MP_Normal definitions as they can be shared by other material properties. #jira UE-31792 Change 3016294 on 2016/06/16 by Daniel.Wright Fix for ensure accessing CVarCacheWPOPrimitives in game Change 3016305 on 2016/06/16 by Daniel.Wright Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been Change 3016330 on 2016/06/16 by Daniel.Wright Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light Stats for shadowmap memory used under 'stat shadowrendering' Change 3016506 on 2016/06/16 by Daniel.Wright Fixed crash building map in SunTemple due to null access Change 3016703 on 2016/06/16 by Uriel.Doyon Fixed warning due to floating point imprecision when building texture streaming Change 3016718 on 2016/06/16 by Daniel.Wright Volume lighting samples use adaptive sampling final gather * Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting) Change 3016871 on 2016/06/16 by Max.Chen Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation. Copy from Dev-Sequencer #jira UE-32093 Change 3017189 on 2016/06/16 by Zabir.Hoque Fix GBuffer format selection type-o. #CodeReview: Marcus.Wassmer Change 3017241 on 2016/06/16 by Martin.Mittring optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing #code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden Change 3017856 on 2016/06/17 by Rolando.Caloca DR - Missing GL enum Change 3017910 on 2016/06/17 by Ben.Woodhouse - Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates - Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24) #RB:Keli.Hloedversson,Martin.Mittring Change 3018126 on 2016/06/17 by Ben.Woodhouse Fix build warning on Mac #RB:David.Hill Change 3018167 on 2016/06/17 by Chris.Bunner Handle case when float4 is passed to TransformPosition material node. #jira UE-24980 Change 3018246 on 2016/06/17 by Benjamin.Hyder Submitting Preliminary ShadowRefactor TestMap Change 3018330 on 2016/06/17 by Benjamin.Hyder labeled ShadowRefactor map Change 3018377 on 2016/06/17 by Chris.Bunner Removed additional node creation when initializing a RotateAboutAxis node. #jira UE-8034 Change 3018433 on 2016/06/17 by Rolando.Caloca DR - Fix some clang warnings on Vulkan Change 3018664 on 2016/06/17 by Martin.Mittring unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812) #test:PC #code_review:Marcus.Wassmer,Brian.Karis Change 3019023 on 2016/06/19 by Benjamin.Hyder Re-Labeled ShadowRefactor map Change 3019024 on 2016/06/19 by Benjamin.Hyder Correcting Translucent Volume (Non-Directional) settings Change 3019026 on 2016/06/19 by Benjamin.Hyder Correcting Lighting ShadowRefactor map Change 3019414 on 2016/06/20 by Allan.Bentham Refactor mobile shadows Change 3019494 on 2016/06/20 by Gil.Gribb Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering) Change 3019504 on 2016/06/20 by John.Billon -Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk. -Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints. -Created a small common interface for blueprints and the editor itself to use for exporting. #Jira UE-31429 Change 3019561 on 2016/06/20 by Gil.Gribb UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager. Change 3019616 on 2016/06/20 by Rolando.Caloca DR - Replicate change in DevRendering to fix splotches on characters with morph targets Change: 3019599 O - Fix flickering on heroes with morph targets Change 3019627 on 2016/06/20 by Rolando.Caloca DR - Doh! Compile fix Change 3019674 on 2016/06/20 by Simon.Tovey Ripped out the quick hacky VM debugger I wrote a while back. Over complicated the VM and didn't do enough work to justify it. Will revisit debugging and profiling of VM scripts in future. Change 3019691 on 2016/06/20 by Ben.Woodhouse Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed. This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs). #RB:Martin.Mittring, Daniel.Wright Change 3019741 on 2016/06/20 by John.Billon Fixed compile error on mac. Change 3019984 on 2016/06/20 by Martin.Mittring minor optimization Change 3020172 on 2016/06/20 by Zachary.Wilson Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none Change 3020195 on 2016/06/20 by Zachary.Wilson Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none Change 3020196 on 2016/06/20 by Rolando.Caloca DR - Appease static analysis Change 3020231 on 2016/06/20 by Zachary.Wilson Making basic shapes consistent distance field resolution scale. #rb: none Change 3020468 on 2016/06/20 by David.Hill CameraWS UE-29146 Change 3020502 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee Camera for RenderOutputValidation Change 3020508 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee for RenderOutputValidation Change 3020514 on 2016/06/20 by Benjamin.Hyder Setting Autoplay for AutomationMatinee (sequence) Change 3020561 on 2016/06/20 by Daniel.Wright Removed outdated comment on uniform expression assert Change 3021268 on 2016/06/21 by Daniel.Wright Scaled sphere intersection for indirect capsule shadows * Fixes the discontinuity when capsule axis points close to the light direction * GPU cost is effectively the same (more expensive to compute, but tighter culling) Change 3021325 on 2016/06/21 by Daniel.Wright Split ShadowRendering.cpp into ShadowDepthRendering.cpp Change 3021355 on 2016/06/21 by Daniel.Wright Fixed RTDF shadows (broken by shadowmap caching) Change 3021444 on 2016/06/21 by Daniel.Wright Fixed crash due to Depth drawing policy not using the default material shader map properly Change 3021543 on 2016/06/21 by Daniel.Wright Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns Change 3021749 on 2016/06/21 by Daniel.Wright Moved RenderBasePass and dependencies into BasePassRendering.cpp Moved RenderPrePass and dependencies into DepthRendering.cpp Change 3021766 on 2016/06/21 by Benjamin.Hyder Adding 150dynamiclights level to Dev-Folder Change 3021971 on 2016/06/21 by Daniel.Wright Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation * TLM_SurfacePerPixelLighting now behaves like TLM_Surface Change 3022760 on 2016/06/22 by Chris.Bunner Merge fixup. Change 3022911 on 2016/06/22 by Rolando.Caloca DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders Change 3023037 on 2016/06/22 by Rolando.Caloca DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed Change 3023139 on 2016/06/22 by Daniel.Wright Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled Change 3023231 on 2016/06/22 by Daniel.Wright Only allowing opaque per-object shadows or CSM in the mobile renderer Change 3023415 on 2016/06/22 by Daniel.Wright Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target Change 3024888 on 2016/06/23 by Daniel.Wright Fixed preshadows being rendered redundantly with multiple lights Change 3025119 on 2016/06/23 by Martin.Mittring added MeshDecal content to RenderTest Change 3025122 on 2016/06/23 by Martin.Mittring enabled DBuffer for RenderTest Change 3025153 on 2016/06/23 by Marc.Olano Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10. Needed to use world space without shader offsets, not absolute world space. Change 3025180 on 2016/06/23 by Marc.Olano Use translated world space for particle centers. Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables. Change 3025265 on 2016/06/23 by David.Hill Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer #jira UE-26165 Change 3025269 on 2016/06/23 by Ryan.Brucks Adding new Testmap for Pixel Depth Offset velocities with Temporal AA Change 3025345 on 2016/06/23 by Benjamin.Hyder Submitting MeshDecal Content Change 3025444 on 2016/06/23 by Benjamin.Hyder updating content for MeshDecal Change 3025491 on 2016/06/23 by Benjamin.Hyder Updating DecalMesh Textures Change 3025802 on 2016/06/23 by Martin.Mittring added to readme Change 3026475 on 2016/06/24 by Rolando.Caloca DR - Show current state of r.RHIThread.Enable when not using param Change 3026479 on 2016/06/24 by Rolando.Caloca DR - Upgrade glslang to 1.0.17.0 Change 3026480 on 2016/06/24 by Rolando.Caloca DR - Vulkan headers to 1.0.17.0 Change 3026481 on 2016/06/24 by Rolando.Caloca DR - Vulkan wrapper for extra logging Change 3026491 on 2016/06/24 by Rolando.Caloca DR - Missed file Change 3026574 on 2016/06/24 by Rolando.Caloca DR - vk - Enabled fence reuse on 1.0.17.0 - Added more logging info Change 3026656 on 2016/06/24 by Frank.Fella Niagara - Prevent sequencer uobjects from being garbage collected. Change 3026657 on 2016/06/24 by Benjamin.Hyder Updating Rendertestmap to latest Change 3026723 on 2016/06/24 by Rolando.Caloca DR - Fix for ES3.1 RHIs Change 3026784 on 2016/06/24 by Martin.Mittring New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on) Change 3026866 on 2016/06/24 by Olaf.Piesche #jira OR-18363 #jira UE-27780 fix distortion in particle macro uvs [CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
MeshDecalPrimSet.AppendTo(WriteView.MeshDecalPrimSet.Prims);
CustomDepthSet.AppendTo(WriteView.CustomDepthSet);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Capsule shadows * Capsule shadows excel at extremely soft area shadows caused by a large light source angle, but don't support accurate self-shadowing * Artists can setup a physics asset containing Spheres and Sphyls (capsules) for a skeletal mesh that will be used to represent the mesh's occlusion * These shapes can then be used for direct shadowing (bCastCapsuleDirectShadow) on a skeletal mesh component, whose softness depends on the light source angle / radius * The shapes can also be used to create an indirect shadow (bCastCapsuleIndirectShadow), whose direction and softness is derived from the precomputed sky occlusion (stationary sky light) or primary indirect lighting (static sky light) * Capsule shadowing is computed at half res and uses tiled deferred culling for efficiency - only implemented for PC SM5 + PS4 so far * Shadowing of movable skylights is not yet supported Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data Basepass drawlist are now merged within a single drawlist. Lighting policy parameters are now accessed through a uniform buffer. Changed the global resource initialization so that InitRHI now comes before InitDynamicRHI #codereview nick.penwarden Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams Remove unused RHI methods: RHIIsDrawingViewport RHIGpuTimeBegin RHIGpuTimeEnd Made default/empty versions of these calls and removed stubs from RHIs that don't use them: RHISuspendRendering RHIResumeRendering RHIIsRenderingSuspended Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lighting channels - each component and light can choose from 3 channels * Primitives output their channel mask to stencil during the base pass, the masks are copied to a texture after the base pass, deferred lighting passes compare the primitive mask against the light's mask * Dynamic shadow casting also respects the channels * Only works on opaque materials, direct lighting, dynamic lighting * Not implemented for tiled deferred atm * This will replace CastsShadowsFromCinematicObjectsOnly in the future #rb Martin.Mittring Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New First pass at separate Async Compute Context #codereview Lee.Clark,Daniel.Wright #rb Gil.Gribb Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering Removed a lot of complexity of the skeletal mesh motionblur code (better for multithreading, simpler, faster) but going from one large buffer to per mesh buffers. Upload of bones only needed once. * GPUSkinCache didn't even work before (in this branch) * tested BasePass velocity * tested split screen * tested editor pause * matinee camera cut (no need, invalidates velocity) * tested CPU Skin? (never has motionblur) * tested CreateSceneProxy (recreation is prevented in CreteSceneProxy unless bone count changes) * test ES2 -featureleveles2 #rb: Rolando.Caloca Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data Embree integration into Lightmass Can be enabled through Lightmass.ini [DevOptions.StaticLighting]bUseEmbree. Also [DevOptions.StaticLighting]bVerifyEmbree will compare ray casting results. Only usable on Win64 with this submit. #review daniel.wright Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering added SSAO CS version, can be enabled with r.AmbientOcclusion.Compute 1 Not optimized yet #rb:Olaf.Piesche Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lightmass solver quality improvements * IndirectLightingScale is no longer applied to photons, avoids splotchy artifacts when using small scales * New 'Lightmass Portal' actor / component which tells the solver where to look for significant lighting. When lighting with a Static Skylight only, in a mostly indoor environment, setting up these portals is the only way to get high quality. * Skylight bounce lighting is now much more accurate and leverages adaptive sampling * Fixed a bug that effectively disabled adaptive sampling on high IndirectLightingQualities * Shadow penumbras are also improved by IndirectLightingQuality * Texel debugging is now a cvar 'r.TexelDebugging', instead of requiring a full recompile Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data Quad Complexity ViewMode (PCD3D_SM5 only). Shader Complexity with Quad Overhead ViewMode (PCD3D_SM5 only). Require ShaderComplexity ViewMode & Show.Visualize.QuadOverhead #review brian.karis Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering improved SSAO quality (less high frequency noise) to avoid TemporalAA smearing Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S DevRendering - Enable removing unused outputs on PS4 shader pipelines, disable by default removing unused on D3D (toggable with r.D3DRemoveUnusedInterpolators) #codereview Marcus.Wassmer Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev Submitting pull request from user Pierdek. Early out of particle collision module update if there are no active particles. #github #1614 Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Fixed the experimental r.RHICmdBalanceParallelLists 2 mode and renabled it for orion. Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Added a path so that texture streaming can avoid flushing the RHI thread. Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Added new PrimitiveComponent setting bSingleSampleShadowFromStationaryLights * When enabled, shadowing of a movable component from a stationary directional light will come from the Volume Lighting Samples precomputed by Lightmass * This provides essentially free on/off shadow receiving on dynamic objects, with a fade over time between states * Lighting has to be rebuilt once for this to work #rb Rolando.Caloca Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Dynamically set stream source to avoid creating a separate drawing policy for each static mesh with vertex colors. #rb Daniel.Wright Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data Enabled Embree by default #review daniel.wright ========================== ALL CHANGELISTS ========================== Change 2720123 on 2015/10/07 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - 'integrate' Tem' Change 2721682 on 2015/10/08 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Eliminated a fatal error ' Change 2721815 on 2015/10/08 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - Fix crash exiti' Change 2724755 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix Tier' Change 2724781 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix offse' Change 2728317 on 2015/10/14 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - hlslcc - Fix fo' Change 2729170 on 2015/10/14 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Force Lightmass volume sample g' Change 2732131 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed resource transition issue' Change 2732218 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code cleanup ' Change 2733533 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Clear stencil to 0 after decals' Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Capsule shadows * Capsule shado' Change 2733546 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Light shaft targets are only al' Change 2733602 on 2015/10/19 by Uriel.Doyon@uriel.doyon_office_data 'Decals not writing to Normal ca' Change 2733627 on 2015/10/19 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix for transition ensure. ' Change 2735292 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for dark lightmap precision' Change 2735298 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for speedtree LOD transitio' Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data 'Basepass drawlist are now merge' Change 2737214 on 2015/10/21 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Expanded a warning when importi' Change 2738581 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Updated comment on stencil usag' Change 2738583 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Changed bound but not set scene' Change 2738584 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed skylight occlusion maps b' Change 2738589 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmap streaming fixes * Chan' Change 2738593 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fix from licensee for race cond' Change 2738982 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Activating CanTickOnAnyThread f' Change 2739032 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Fixing compiler barf with Clang' Change 2741517 on 2015/10/26 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRindering - D3D12 - Integrat' Change 2743790 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed texel debugging on static' Change 2743958 on 2015/10/27 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comments ' Change 2744153 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Unity compile fix ' Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams 'Remove unused RHI methods: RHI' Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lighting channels - each compon' Change 2746242 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix crashes on init by swapping' Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'First pass at separate Async Co' Change 2746296 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Buffer label frees so we don't ' Change 2746297 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'updated comment ' Change 2746343 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746347 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746811 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Draw event for compute commandl' Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Removed a lot of complexity of ' Change 2747127 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Improved game console printout ' Change 2747702 on 2015/10/30 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Bumped Lightmass StaticMesh imp' Change 2747954 on 2015/10/30 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix SubmitDone not called TRC e' Change 2747979 on 2015/10/30 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'polish console autocomplete tex' Change 2750719 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Add Embree 2.7.0 for Win64 and ' Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Embree integration into Lightma' Change 2750872 on 2015/11/02 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2751934 on 2015/11/03 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Disambiguate template function ' Change 2752190 on 2015/11/03 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed assert relating to ' Change 2752333 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Shader pipeline ' Change 2752655 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - Fix Materials pa' Change 2752710 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2752711 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added better comment/help text ' Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added SSAO CS version, can be e' Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmass solver quality improv' Change 2752869 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Add shader pipel' Change 2752882 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - hlslcc - Metal -' Change 2752899 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'small SSAO GPU optimization mov' Change 2752934 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor GPU optimization for SSAO' Change 2753109 on 2015/11/03 by Uriel.Doyon@uriel.doyon_office_data 'Fixed final build ' Change 2753669 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed SM4 compiling ' Change 2754002 on 2015/11/04 by Nick.Penwarden@nickp_streams 'test change ' Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data 'Quad Complexity ViewMode (PCD3D' Change 2754115 on 2015/11/04 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed end of frame update' Change 2754297 on 2015/11/04 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'PS4 compile fixes #codereview U' Change 2754405 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor SSAO ALU optimizations fi' Change 2754512 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'adjusted clamp for cvar ' Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'improved SSAO quality (less hig' Change 2755572 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - PS4 warning fix ' Change 2755667 on 2015/11/05 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed UE-22742, leak in t' Change 2755722 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Remove unused co' Change 2755814 on 2015/11/05 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2755935 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Rebuild static m' Change 2756003 on 2015/11/05 by Uriel.Doyon@uriel.doyon_office_data 'Reduce the number of precompute' Change 2756145 on 2015/11/05 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Temp fix for GPU crash #rb none' Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Enable removing ' Change 2756435 on 2015/11/05 by Olaf.Piesche@Olaf.Piesche_roaming 'Disabling a check, to fix OR-85' Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev 'Submitting pull request from us' Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed the experimental r.' Change 2757341 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Changed the RHI thread di' Change 2757342 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed lazy uniform buffer' Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Added a path so that text' Change 2757500 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Add FrameSync to externalprofil' Change 2757650 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'GBuffer should only be consider' Change 2757665 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'UE-22816 Instruction count is n' Change 2757834 on 2015/11/06 by Michael.Trepka@Michael.Trepka_a4202_Dev-Rendering 'Embree integration into Lightma' Change 2757930 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix UT ensure #rb Peter.Knepley' Change 2757931 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix Ocean ensure #rb josh.ander' Change 2757946 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Removed invalid Lightmass asser' Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Added new PrimitiveComponent se' Change 2758049 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'OR-8600 CRASH: AllocationLeveli' Change 2758059 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'r.DumpTransitionsForResource #r' Change 2758082 on 2015/11/06 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix resource tra' Change 2758879 on 2015/11/09 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix PSSL names f' Change 2758911 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed accidental force di' Change 2758968 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled single frame buffer us' Change 2758991 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix togglerhithread crash #rb G' Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Dynamically set stream so' Change 2759063 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed UE-22368 CLONE - GitHub 1' Change 2759073 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code quality improvements' Change 2759501 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix particle ensure. ' Change 2759522 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix decals using CustomStencil.' Change 2759610 on 2015/11/09 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed line light source shadows' Change 2759634 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Refined GBufferA resolving when' Change 2759657 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Fixed ResourceTransition with r' Change 2759693 on 2015/11/09 by Rolando.Caloca@Rolando.Caloca_T4688_S 'DevRendering - Fixed global sha' Change 2759771 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Fixed editor hit proxy renderin' Change 2760188 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled some more deferred dec' Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data 'Enabled Embree by default #revi' [CL 2761339 by Nick Penwarden in Main branch]
2015-11-10 17:11:09 -05:00
DirtyPrecomputedLightingBufferPrimitives.AppendTo(WriteView.DirtyPrecomputedLightingBufferPrimitives);
for (int32 Index = 0; Index < LazyUpdatePrimitives.NumPrims; Index++)
{
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Capsule shadows * Capsule shadows excel at extremely soft area shadows caused by a large light source angle, but don't support accurate self-shadowing * Artists can setup a physics asset containing Spheres and Sphyls (capsules) for a skeletal mesh that will be used to represent the mesh's occlusion * These shapes can then be used for direct shadowing (bCastCapsuleDirectShadow) on a skeletal mesh component, whose softness depends on the light source angle / radius * The shapes can also be used to create an indirect shadow (bCastCapsuleIndirectShadow), whose direction and softness is derived from the precomputed sky occlusion (stationary sky light) or primary indirect lighting (static sky light) * Capsule shadowing is computed at half res and uses tiled deferred culling for efficiency - only implemented for PC SM5 + PS4 so far * Shadowing of movable skylights is not yet supported Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data Basepass drawlist are now merged within a single drawlist. Lighting policy parameters are now accessed through a uniform buffer. Changed the global resource initialization so that InitRHI now comes before InitDynamicRHI #codereview nick.penwarden Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams Remove unused RHI methods: RHIIsDrawingViewport RHIGpuTimeBegin RHIGpuTimeEnd Made default/empty versions of these calls and removed stubs from RHIs that don't use them: RHISuspendRendering RHIResumeRendering RHIIsRenderingSuspended Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lighting channels - each component and light can choose from 3 channels * Primitives output their channel mask to stencil during the base pass, the masks are copied to a texture after the base pass, deferred lighting passes compare the primitive mask against the light's mask * Dynamic shadow casting also respects the channels * Only works on opaque materials, direct lighting, dynamic lighting * Not implemented for tiled deferred atm * This will replace CastsShadowsFromCinematicObjectsOnly in the future #rb Martin.Mittring Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New First pass at separate Async Compute Context #codereview Lee.Clark,Daniel.Wright #rb Gil.Gribb Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering Removed a lot of complexity of the skeletal mesh motionblur code (better for multithreading, simpler, faster) but going from one large buffer to per mesh buffers. Upload of bones only needed once. * GPUSkinCache didn't even work before (in this branch) * tested BasePass velocity * tested split screen * tested editor pause * matinee camera cut (no need, invalidates velocity) * tested CPU Skin? (never has motionblur) * tested CreateSceneProxy (recreation is prevented in CreteSceneProxy unless bone count changes) * test ES2 -featureleveles2 #rb: Rolando.Caloca Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data Embree integration into Lightmass Can be enabled through Lightmass.ini [DevOptions.StaticLighting]bUseEmbree. Also [DevOptions.StaticLighting]bVerifyEmbree will compare ray casting results. Only usable on Win64 with this submit. #review daniel.wright Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering added SSAO CS version, can be enabled with r.AmbientOcclusion.Compute 1 Not optimized yet #rb:Olaf.Piesche Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lightmass solver quality improvements * IndirectLightingScale is no longer applied to photons, avoids splotchy artifacts when using small scales * New 'Lightmass Portal' actor / component which tells the solver where to look for significant lighting. When lighting with a Static Skylight only, in a mostly indoor environment, setting up these portals is the only way to get high quality. * Skylight bounce lighting is now much more accurate and leverages adaptive sampling * Fixed a bug that effectively disabled adaptive sampling on high IndirectLightingQualities * Shadow penumbras are also improved by IndirectLightingQuality * Texel debugging is now a cvar 'r.TexelDebugging', instead of requiring a full recompile Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data Quad Complexity ViewMode (PCD3D_SM5 only). Shader Complexity with Quad Overhead ViewMode (PCD3D_SM5 only). Require ShaderComplexity ViewMode & Show.Visualize.QuadOverhead #review brian.karis Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering improved SSAO quality (less high frequency noise) to avoid TemporalAA smearing Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S DevRendering - Enable removing unused outputs on PS4 shader pipelines, disable by default removing unused on D3D (toggable with r.D3DRemoveUnusedInterpolators) #codereview Marcus.Wassmer Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev Submitting pull request from user Pierdek. Early out of particle collision module update if there are no active particles. #github #1614 Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Fixed the experimental r.RHICmdBalanceParallelLists 2 mode and renabled it for orion. Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Added a path so that texture streaming can avoid flushing the RHI thread. Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Added new PrimitiveComponent setting bSingleSampleShadowFromStationaryLights * When enabled, shadowing of a movable component from a stationary directional light will come from the Volume Lighting Samples precomputed by Lightmass * This provides essentially free on/off shadow receiving on dynamic objects, with a fade over time between states * Lighting has to be rebuilt once for this to work #rb Rolando.Caloca Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Dynamically set stream source to avoid creating a separate drawing policy for each static mesh with vertex colors. #rb Daniel.Wright Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data Enabled Embree by default #review daniel.wright ========================== ALL CHANGELISTS ========================== Change 2720123 on 2015/10/07 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - 'integrate' Tem' Change 2721682 on 2015/10/08 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Eliminated a fatal error ' Change 2721815 on 2015/10/08 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - Fix crash exiti' Change 2724755 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix Tier' Change 2724781 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix offse' Change 2728317 on 2015/10/14 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - hlslcc - Fix fo' Change 2729170 on 2015/10/14 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Force Lightmass volume sample g' Change 2732131 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed resource transition issue' Change 2732218 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code cleanup ' Change 2733533 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Clear stencil to 0 after decals' Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Capsule shadows * Capsule shado' Change 2733546 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Light shaft targets are only al' Change 2733602 on 2015/10/19 by Uriel.Doyon@uriel.doyon_office_data 'Decals not writing to Normal ca' Change 2733627 on 2015/10/19 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix for transition ensure. ' Change 2735292 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for dark lightmap precision' Change 2735298 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for speedtree LOD transitio' Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data 'Basepass drawlist are now merge' Change 2737214 on 2015/10/21 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Expanded a warning when importi' Change 2738581 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Updated comment on stencil usag' Change 2738583 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Changed bound but not set scene' Change 2738584 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed skylight occlusion maps b' Change 2738589 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmap streaming fixes * Chan' Change 2738593 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fix from licensee for race cond' Change 2738982 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Activating CanTickOnAnyThread f' Change 2739032 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Fixing compiler barf with Clang' Change 2741517 on 2015/10/26 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRindering - D3D12 - Integrat' Change 2743790 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed texel debugging on static' Change 2743958 on 2015/10/27 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comments ' Change 2744153 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Unity compile fix ' Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams 'Remove unused RHI methods: RHI' Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lighting channels - each compon' Change 2746242 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix crashes on init by swapping' Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'First pass at separate Async Co' Change 2746296 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Buffer label frees so we don't ' Change 2746297 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'updated comment ' Change 2746343 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746347 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746811 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Draw event for compute commandl' Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Removed a lot of complexity of ' Change 2747127 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Improved game console printout ' Change 2747702 on 2015/10/30 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Bumped Lightmass StaticMesh imp' Change 2747954 on 2015/10/30 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix SubmitDone not called TRC e' Change 2747979 on 2015/10/30 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'polish console autocomplete tex' Change 2750719 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Add Embree 2.7.0 for Win64 and ' Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Embree integration into Lightma' Change 2750872 on 2015/11/02 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2751934 on 2015/11/03 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Disambiguate template function ' Change 2752190 on 2015/11/03 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed assert relating to ' Change 2752333 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Shader pipeline ' Change 2752655 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - Fix Materials pa' Change 2752710 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2752711 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added better comment/help text ' Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added SSAO CS version, can be e' Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmass solver quality improv' Change 2752869 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Add shader pipel' Change 2752882 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - hlslcc - Metal -' Change 2752899 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'small SSAO GPU optimization mov' Change 2752934 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor GPU optimization for SSAO' Change 2753109 on 2015/11/03 by Uriel.Doyon@uriel.doyon_office_data 'Fixed final build ' Change 2753669 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed SM4 compiling ' Change 2754002 on 2015/11/04 by Nick.Penwarden@nickp_streams 'test change ' Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data 'Quad Complexity ViewMode (PCD3D' Change 2754115 on 2015/11/04 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed end of frame update' Change 2754297 on 2015/11/04 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'PS4 compile fixes #codereview U' Change 2754405 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor SSAO ALU optimizations fi' Change 2754512 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'adjusted clamp for cvar ' Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'improved SSAO quality (less hig' Change 2755572 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - PS4 warning fix ' Change 2755667 on 2015/11/05 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed UE-22742, leak in t' Change 2755722 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Remove unused co' Change 2755814 on 2015/11/05 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2755935 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Rebuild static m' Change 2756003 on 2015/11/05 by Uriel.Doyon@uriel.doyon_office_data 'Reduce the number of precompute' Change 2756145 on 2015/11/05 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Temp fix for GPU crash #rb none' Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Enable removing ' Change 2756435 on 2015/11/05 by Olaf.Piesche@Olaf.Piesche_roaming 'Disabling a check, to fix OR-85' Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev 'Submitting pull request from us' Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed the experimental r.' Change 2757341 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Changed the RHI thread di' Change 2757342 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed lazy uniform buffer' Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Added a path so that text' Change 2757500 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Add FrameSync to externalprofil' Change 2757650 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'GBuffer should only be consider' Change 2757665 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'UE-22816 Instruction count is n' Change 2757834 on 2015/11/06 by Michael.Trepka@Michael.Trepka_a4202_Dev-Rendering 'Embree integration into Lightma' Change 2757930 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix UT ensure #rb Peter.Knepley' Change 2757931 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix Ocean ensure #rb josh.ander' Change 2757946 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Removed invalid Lightmass asser' Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Added new PrimitiveComponent se' Change 2758049 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'OR-8600 CRASH: AllocationLeveli' Change 2758059 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'r.DumpTransitionsForResource #r' Change 2758082 on 2015/11/06 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix resource tra' Change 2758879 on 2015/11/09 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix PSSL names f' Change 2758911 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed accidental force di' Change 2758968 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled single frame buffer us' Change 2758991 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix togglerhithread crash #rb G' Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Dynamically set stream so' Change 2759063 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed UE-22368 CLONE - GitHub 1' Change 2759073 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code quality improvements' Change 2759501 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix particle ensure. ' Change 2759522 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix decals using CustomStencil.' Change 2759610 on 2015/11/09 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed line light source shadows' Change 2759634 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Refined GBufferA resolving when' Change 2759657 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Fixed ResourceTransition with r' Change 2759693 on 2015/11/09 by Rolando.Caloca@Rolando.Caloca_T4688_S 'DevRendering - Fixed global sha' Change 2759771 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Fixed editor hit proxy renderin' Change 2760188 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled some more deferred dec' Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data 'Enabled Embree by default #revi' [CL 2761339 by Nick Penwarden in Main branch]
2015-11-10 17:11:09 -05:00
LazyUpdatePrimitives.Prims[Index]->ConditionalLazyUpdateForRendering(RHICmdList);
}
}
};
static void ComputeAndMarkRelevanceForViewParallel(
FRHICommandListImmediate& RHICmdList,
const FScene* Scene,
FViewInfo& View,
uint8 ViewBit,
FPrimitiveViewMasks& OutHasDynamicMeshElementsMasks,
FPrimitiveViewMasks& OutHasDynamicEditorMeshElementsMasks
)
{
check(OutHasDynamicMeshElementsMasks.Num() == Scene->Primitives.Num());
const FMarkRelevantStaticMeshesForViewData ViewData(View);
int32 NumMesh = View.StaticMeshVisibilityMap.Num();
check(View.StaticMeshShadowDepthMap.Num() == NumMesh && View.StaticMeshVelocityMap.Num() == NumMesh && View.StaticMeshOccluderMap.Num() == NumMesh);
uint8* RESTRICT MarkMasks = (uint8*)FMemStack::Get().Alloc(NumMesh + 31 , 8); // some padding to simplify the high speed transpose
FMemory::Memzero(MarkMasks, NumMesh + 31);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
int32 EstimateOfNumPackets = NumMesh / (FRelevancePrimSet<int32>::MaxInputPrims * 4);
TArray<FRelevancePacket*,SceneRenderingAllocator> Packets;
Packets.Reserve(EstimateOfNumPackets);
{
FSceneSetBitIterator BitIt(View.PrimitiveVisibilityMap);
if (BitIt)
{
FRelevancePacket* Packet = new(FMemStack::Get()) FRelevancePacket(
RHICmdList,
Scene,
View,
ViewBit,
ViewData,
OutHasDynamicMeshElementsMasks,
OutHasDynamicEditorMeshElementsMasks,
MarkMasks);
Packets.Add(Packet);
while (1)
{
Packet->Input.AddPrim(BitIt.GetIndex());
++BitIt;
if (Packet->Input.IsFull() || !BitIt)
{
if (!BitIt)
{
break;
}
else
{
Packet = new(FMemStack::Get()) FRelevancePacket(
RHICmdList,
Scene,
View,
ViewBit,
ViewData,
OutHasDynamicMeshElementsMasks,
OutHasDynamicEditorMeshElementsMasks,
MarkMasks);
Packets.Add(Packet);
}
}
}
}
}
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_ComputeAndMarkRelevanceForViewParallel_ParallelFor);
ParallelFor(Packets.Num(),
[&Packets](int32 Index)
{
Packets[Index]->AnyThreadTask();
},
!(FApp::ShouldUseThreadingForPerformance() && CVarParallelInitViews.GetValueOnRenderThread() > 0)
);
}
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_ComputeAndMarkRelevanceForViewParallel_RenderThreadFinalize);
for (auto Packet : Packets)
{
Packet->RenderThreadFinalize();
}
}
QUICK_SCOPE_CYCLE_COUNTER(STAT_ComputeAndMarkRelevanceForViewParallel_TransposeMeshBits);
check(View.StaticMeshVelocityMap.Num() == NumMesh &&
View.StaticMeshShadowDepthMap.Num() == NumMesh &&
View.StaticMeshVisibilityMap.Num() == NumMesh &&
View.StaticMeshOccluderMap.Num() == NumMesh &&
View.StaticMeshFadeOutDitheredLODMap.Num() == NumMesh &&
View.StaticMeshFadeInDitheredLODMap.Num() == NumMesh
);
uint32* RESTRICT StaticMeshVisibilityMap_Words = View.StaticMeshVisibilityMap.GetData();
uint32* RESTRICT StaticMeshVelocityMap_Words = View.StaticMeshVelocityMap.GetData();
uint32* RESTRICT StaticMeshShadowDepthMap_Words = View.StaticMeshShadowDepthMap.GetData();
uint32* RESTRICT StaticMeshOccluderMap_Words = View.StaticMeshOccluderMap.GetData();
uint32* RESTRICT StaticMeshFadeOutDitheredLODMap_Words = View.StaticMeshFadeOutDitheredLODMap.GetData();
uint32* RESTRICT StaticMeshFadeInDitheredLODMap_Words = View.StaticMeshFadeInDitheredLODMap.GetData();
const uint64* RESTRICT MarkMasks64 = (const uint64* RESTRICT)MarkMasks;
const uint8* RESTRICT MarkMasks8 = MarkMasks;
for (int32 BaseIndex = 0; BaseIndex < NumMesh; BaseIndex += 32)
{
uint32 StaticMeshVisibilityMap_Word = 0;
uint32 StaticMeshVelocityMap_Word = 0;
uint32 StaticMeshShadowDepthMap_Word = 0;
uint32 StaticMeshOccluderMap_Word = 0;
uint32 StaticMeshFadeOutDitheredLODMap_Word = 0;
uint32 StaticMeshFadeInDitheredLODMap_Word = 0;
uint32 Mask = 1;
bool bAny = false;
for (int32 QWordIndex = 0; QWordIndex < 4; QWordIndex++)
{
if (*MarkMasks64++)
{
for (int32 ByteIndex = 0; ByteIndex < 8; ByteIndex++, Mask <<= 1, MarkMasks8++)
{
uint8 MaskMask = *MarkMasks8;
StaticMeshVisibilityMap_Word |= (MaskMask & EMarkMaskBits::StaticMeshVisibilityMapMask) ? Mask : 0;
StaticMeshVelocityMap_Word |= (MaskMask & EMarkMaskBits::StaticMeshVelocityMapMask) ? Mask : 0;
StaticMeshShadowDepthMap_Word |= (MaskMask & EMarkMaskBits::StaticMeshShadowDepthMapMask) ? Mask : 0;
StaticMeshOccluderMap_Word |= (MaskMask & EMarkMaskBits::StaticMeshOccluderMapMask) ? Mask : 0;
StaticMeshFadeOutDitheredLODMap_Word |= (MaskMask & EMarkMaskBits::StaticMeshFadeOutDitheredLODMapMask) ? Mask : 0;
StaticMeshFadeInDitheredLODMap_Word |= (MaskMask & EMarkMaskBits::StaticMeshFadeInDitheredLODMapMask) ? Mask : 0;
}
bAny = true;
}
else
{
MarkMasks8 += 8;
Mask <<= 8;
}
}
if (bAny)
{
checkSlow(!*StaticMeshVisibilityMap_Words && !*StaticMeshVelocityMap_Words && !*StaticMeshShadowDepthMap_Words && !*StaticMeshOccluderMap_Words && !*StaticMeshFadeOutDitheredLODMap_Words && !*StaticMeshFadeInDitheredLODMap_Words);
*StaticMeshVisibilityMap_Words = StaticMeshVisibilityMap_Word;
*StaticMeshVelocityMap_Words = StaticMeshVelocityMap_Word;
*StaticMeshShadowDepthMap_Words = StaticMeshShadowDepthMap_Word;
*StaticMeshOccluderMap_Words = StaticMeshOccluderMap_Word;
*StaticMeshFadeOutDitheredLODMap_Words = StaticMeshFadeOutDitheredLODMap_Word;
*StaticMeshFadeInDitheredLODMap_Words = StaticMeshFadeInDitheredLODMap_Word;
}
StaticMeshVisibilityMap_Words++;
StaticMeshVelocityMap_Words++;
StaticMeshShadowDepthMap_Words++;
StaticMeshOccluderMap_Words++;
StaticMeshFadeOutDitheredLODMap_Words++;
StaticMeshFadeInDitheredLODMap_Words++;
}
}
void FSceneRenderer::GatherDynamicMeshElements(
TArray<FViewInfo>& InViews,
const FScene* InScene,
const FSceneViewFamily& InViewFamily,
const FPrimitiveViewMasks& HasDynamicMeshElementsMasks,
const FPrimitiveViewMasks& HasDynamicEditorMeshElementsMasks,
FMeshElementCollector& Collector)
{
SCOPE_CYCLE_COUNTER(STAT_GetDynamicMeshElements);
int32 NumPrimitives = InScene->Primitives.Num();
check(HasDynamicMeshElementsMasks.Num() == NumPrimitives);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3006483 on 2016/06/08 by Simon.Tovey Fix for UE-31653 Instance params from the Spawn, Required and TypeData modules were not being autopopulated. Change 3006514 on 2016/06/08 by Zabir.Hoque MIGRATING FIX @ Request Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction. #CodeReview: Marcus.Wassmer, Daniel.Wright Change 3006605 on 2016/06/08 by Rolando.Caloca DR - vk - Remove a bunch of unused code, clean up some todos Change 3006969 on 2016/06/08 by HaarmPieter.Duiker Add #ifdefs around inverse tonemapping to avoid performance hit in normal use Change 3007240 on 2016/06/09 by Chris.Bunner Made a pass at fixing global shader compile warnings and errors. Change 3007242 on 2016/06/09 by Chris.Bunner Don't force unlit mode when re-loading a map. #jira UE-31247 Change 3007243 on 2016/06/09 by Chris.Bunner Cache InvalidLightmapSettings material for instanced meshes. #jira UE-31182 Change 3007258 on 2016/06/09 by Chris.Bunner Fixed refractive depth bias material parameter. Change 3007466 on 2016/06/09 by Rolando.Caloca DR - Use vulkan debug marker extension directly from header Change 3007504 on 2016/06/09 by Martin.Mittring added refresh button to ImageVerifier Change 3007528 on 2016/06/09 by Martin.Mittring ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end make render more deterministic Change 3007551 on 2016/06/09 by Chris.Bunner Reverted constant type change in previous commit. Change 3007559 on 2016/06/09 by Martin.Mittring updated ImageValidator Change 3007584 on 2016/06/09 by Rolando.Caloca DR - Fix case when not running under RD Change 3007668 on 2016/06/09 by Rolando.Caloca DR - vk - Split layers/extensions by required/optional Change 3007820 on 2016/06/09 by Rolando.Caloca DR - Android compile fix Change 3007926 on 2016/06/09 by Martin.Mittring fixed UI scaling in ImageVerifyer Change 3007931 on 2016/06/09 by John.Billon -Fixed cutouts not working for certain sized texture/subUV size combinations. -Also fixed issue with subUV module not being postloaded consistently on startup. #Jira UE-31583 Change 3008023 on 2016/06/09 by Martin.Mittring refactor noise code in shaders Change 3008127 on 2016/06/09 by Zabir.Hoque Merging back hot fixes: 1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS. 2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself. Change 3008129 on 2016/06/09 by Daniel.Wright Disabled r.ProfileGPU.PrintAssetSummary by default due to spam Change 3008169 on 2016/06/09 by Rolando.Caloca DR - Fix mobile rendering not freeing resource when using RHI thread Change 3008429 on 2016/06/09 by Uriel.Doyon Enabled texture streaming new metrics. Added progress bar while texture streaming is being built. Added debug shader validation to prevent crashes when there are uniform expression set mismatches. Added texture streaming build to "Build All" Change 3008436 on 2016/06/09 by Uriel.Doyon Fixed shipping build Change 3008833 on 2016/06/10 by Rolando.Caloca DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications Submitted by Allar PR #1864 #jira UE-24545 Change 3008842 on 2016/06/10 by Rolando.Caloca DR - Remove vertex densities view mode Change 3008857 on 2016/06/10 by John.Billon Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching. Change 3008870 on 2016/06/10 by Rolando.Caloca DR - Rebuild hlslcc libs (missing from last merge) Change 3008925 on 2016/06/10 by John.Billon Fixed r.ScreenPercentage.Editor #Jira UE-31549 Change 3009028 on 2016/06/10 by Daniel.Wright Shadow depth refactor * Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame * This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading * The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed * A large amount of duplicated code to handle each shadow type has been combined * Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency * 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures Change 3009032 on 2016/06/10 by Daniel.Wright Fixed crash with simple forward shading in the material editor Change 3009178 on 2016/06/10 by Rolando.Caloca DR - Add support for multi callbacks on HlslParser, added a write to string callback Change 3009268 on 2016/06/10 by Daniel.Wright Warning fixes Change 3009416 on 2016/06/10 by Martin.Mittring moved decal rendering code in common spot for upcoming MeshDecal rendering Change 3009433 on 2016/06/10 by John.Billon Adding ensures for translucency lighting volume render target acesses. #Jira UE-31578 Change 3009449 on 2016/06/10 by Daniel.Wright Fixed whole scene point light shadow depths getting rendered redundantly Change 3009675 on 2016/06/10 by Martin.Mittring fixed Clang compiling Change 3009815 on 2016/06/10 by Martin.Mittring renamed IsUsedWithDeferredDecal to IsDeferredDecal to be more correct Change 3009946 on 2016/06/10 by Martin.Mittring minor optimization Change 3010270 on 2016/06/11 by HaarmPieter.Duiker Update gamut transformations used when dumping EXRs to account for bug UE-29935 Change 3011423 on 2016/06/13 by Martin.Mittring fixed default of bOutputsVelocityInBasePass #code_review:Rolando.Caloca #test:PC Change 3011448 on 2016/06/13 by Martin.Mittring minor engine code cleanup #code_review:Olaf.Piesche #test:PC Change 3011991 on 2016/06/13 by Daniel.Wright Fixed downsampled translucency crash in VR Change 3011993 on 2016/06/13 by Daniel.Wright Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely' Mobility tooltips now reflect whether a primitive component or light component is being inspected Change 3012096 on 2016/06/13 by Daniel.Wright Missing file from cl 3011993 Change 3012546 on 2016/06/14 by John.Billon Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled #Jira OR-23282 Change 3012706 on 2016/06/14 by John.Billon Renamed r.ContactShadows.Enable to r.ContactShadows Change 3012992 on 2016/06/14 by Rolando.Caloca DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled - Added support for CustomPresent Change 3013030 on 2016/06/14 by Rolando.Caloca DR - vk - Fix dev issue Change 3013423 on 2016/06/14 by Martin.Mittring removed code redundancy for easier upcoming changes #test:PC Change 3013451 on 2016/06/14 by Martin.Mittring removed no longer needed debug cvar #test:PC Change 3013643 on 2016/06/14 by Zabir.Hoque Fix API only being inlined in the cpp and not avaialble in the .h Change 3013696 on 2016/06/14 by Olaf.Piesche Adding missing quality level spawn rate scaling on GPU emitters Change 3013736 on 2016/06/14 by Daniel.Wright Cached shadowmaps for whole scene point and spot light shadows * Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights) * Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving * Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached * Cached shadowmaps are copied each frame and then movable primitive depths composited * Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap) * 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness) * 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights) Change 3014103 on 2016/06/15 by Daniel.Wright Compile fix Change 3014507 on 2016/06/15 by Simon.Tovey Resurrected Niagara playground and moved to Samples/NotForLicencees Change 3014931 on 2016/06/15 by Martin.Mittring moved r.RenderInternals code into renderer to be able to access more low level data #test:PC, paragon Change 3014933 on 2016/06/15 by Martin.Mittring nicer text Change 3014956 on 2016/06/15 by Daniel.Wright Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD) Change 3014985 on 2016/06/15 by Uriel.Doyon Enabled Texture Build shaders on Mac Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping. Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets #jira UE-30566 #jira UE-31098 Change 3014995 on 2016/06/15 by Rolando.Caloca DR - vk - Removed RHI thread wait on acquire image - Move Descriptor pool into context Change 3015002 on 2016/06/15 by Rolando.Caloca DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine Change 3015041 on 2016/06/15 by Martin.Mittring fixed ImageValidator crashing when using files that exist only in ref or test folder Change 3015309 on 2016/06/15 by Rolando.Caloca DR - vk - Enable fence re-use on SDKs >= 1.0.16.0 Change 3015356 on 2016/06/15 by Rolando.Caloca DR - vk - Prep for staging buffer refactor Change 3015430 on 2016/06/15 by Martin.Mittring minor optimization for subsurfacescatteringprofile Change 3016097 on 2016/06/16 by Simon.Tovey Enabling Niagara by default in the Niagara playground Change 3016098 on 2016/06/16 by Simon.Tovey Some misc fixup to get niagara working again Change 3016183 on 2016/06/16 by Rolando.Caloca DR - vk - Recreate buffer view for volatile buffers Change 3016225 on 2016/06/16 by Marcus.Wassmer Duplicate reflection fixes from 4.12 hotfixes. Change 3016289 on 2016/06/16 by Chris.Bunner Always gather MP_Normal definitions as they can be shared by other material properties. #jira UE-31792 Change 3016294 on 2016/06/16 by Daniel.Wright Fix for ensure accessing CVarCacheWPOPrimitives in game Change 3016305 on 2016/06/16 by Daniel.Wright Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been Change 3016330 on 2016/06/16 by Daniel.Wright Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light Stats for shadowmap memory used under 'stat shadowrendering' Change 3016506 on 2016/06/16 by Daniel.Wright Fixed crash building map in SunTemple due to null access Change 3016703 on 2016/06/16 by Uriel.Doyon Fixed warning due to floating point imprecision when building texture streaming Change 3016718 on 2016/06/16 by Daniel.Wright Volume lighting samples use adaptive sampling final gather * Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting) Change 3016871 on 2016/06/16 by Max.Chen Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation. Copy from Dev-Sequencer #jira UE-32093 Change 3017189 on 2016/06/16 by Zabir.Hoque Fix GBuffer format selection type-o. #CodeReview: Marcus.Wassmer Change 3017241 on 2016/06/16 by Martin.Mittring optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing #code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden Change 3017856 on 2016/06/17 by Rolando.Caloca DR - Missing GL enum Change 3017910 on 2016/06/17 by Ben.Woodhouse - Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates - Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24) #RB:Keli.Hloedversson,Martin.Mittring Change 3018126 on 2016/06/17 by Ben.Woodhouse Fix build warning on Mac #RB:David.Hill Change 3018167 on 2016/06/17 by Chris.Bunner Handle case when float4 is passed to TransformPosition material node. #jira UE-24980 Change 3018246 on 2016/06/17 by Benjamin.Hyder Submitting Preliminary ShadowRefactor TestMap Change 3018330 on 2016/06/17 by Benjamin.Hyder labeled ShadowRefactor map Change 3018377 on 2016/06/17 by Chris.Bunner Removed additional node creation when initializing a RotateAboutAxis node. #jira UE-8034 Change 3018433 on 2016/06/17 by Rolando.Caloca DR - Fix some clang warnings on Vulkan Change 3018664 on 2016/06/17 by Martin.Mittring unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812) #test:PC #code_review:Marcus.Wassmer,Brian.Karis Change 3019023 on 2016/06/19 by Benjamin.Hyder Re-Labeled ShadowRefactor map Change 3019024 on 2016/06/19 by Benjamin.Hyder Correcting Translucent Volume (Non-Directional) settings Change 3019026 on 2016/06/19 by Benjamin.Hyder Correcting Lighting ShadowRefactor map Change 3019414 on 2016/06/20 by Allan.Bentham Refactor mobile shadows Change 3019494 on 2016/06/20 by Gil.Gribb Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering) Change 3019504 on 2016/06/20 by John.Billon -Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk. -Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints. -Created a small common interface for blueprints and the editor itself to use for exporting. #Jira UE-31429 Change 3019561 on 2016/06/20 by Gil.Gribb UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager. Change 3019616 on 2016/06/20 by Rolando.Caloca DR - Replicate change in DevRendering to fix splotches on characters with morph targets Change: 3019599 O - Fix flickering on heroes with morph targets Change 3019627 on 2016/06/20 by Rolando.Caloca DR - Doh! Compile fix Change 3019674 on 2016/06/20 by Simon.Tovey Ripped out the quick hacky VM debugger I wrote a while back. Over complicated the VM and didn't do enough work to justify it. Will revisit debugging and profiling of VM scripts in future. Change 3019691 on 2016/06/20 by Ben.Woodhouse Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed. This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs). #RB:Martin.Mittring, Daniel.Wright Change 3019741 on 2016/06/20 by John.Billon Fixed compile error on mac. Change 3019984 on 2016/06/20 by Martin.Mittring minor optimization Change 3020172 on 2016/06/20 by Zachary.Wilson Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none Change 3020195 on 2016/06/20 by Zachary.Wilson Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none Change 3020196 on 2016/06/20 by Rolando.Caloca DR - Appease static analysis Change 3020231 on 2016/06/20 by Zachary.Wilson Making basic shapes consistent distance field resolution scale. #rb: none Change 3020468 on 2016/06/20 by David.Hill CameraWS UE-29146 Change 3020502 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee Camera for RenderOutputValidation Change 3020508 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee for RenderOutputValidation Change 3020514 on 2016/06/20 by Benjamin.Hyder Setting Autoplay for AutomationMatinee (sequence) Change 3020561 on 2016/06/20 by Daniel.Wright Removed outdated comment on uniform expression assert Change 3021268 on 2016/06/21 by Daniel.Wright Scaled sphere intersection for indirect capsule shadows * Fixes the discontinuity when capsule axis points close to the light direction * GPU cost is effectively the same (more expensive to compute, but tighter culling) Change 3021325 on 2016/06/21 by Daniel.Wright Split ShadowRendering.cpp into ShadowDepthRendering.cpp Change 3021355 on 2016/06/21 by Daniel.Wright Fixed RTDF shadows (broken by shadowmap caching) Change 3021444 on 2016/06/21 by Daniel.Wright Fixed crash due to Depth drawing policy not using the default material shader map properly Change 3021543 on 2016/06/21 by Daniel.Wright Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns Change 3021749 on 2016/06/21 by Daniel.Wright Moved RenderBasePass and dependencies into BasePassRendering.cpp Moved RenderPrePass and dependencies into DepthRendering.cpp Change 3021766 on 2016/06/21 by Benjamin.Hyder Adding 150dynamiclights level to Dev-Folder Change 3021971 on 2016/06/21 by Daniel.Wright Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation * TLM_SurfacePerPixelLighting now behaves like TLM_Surface Change 3022760 on 2016/06/22 by Chris.Bunner Merge fixup. Change 3022911 on 2016/06/22 by Rolando.Caloca DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders Change 3023037 on 2016/06/22 by Rolando.Caloca DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed Change 3023139 on 2016/06/22 by Daniel.Wright Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled Change 3023231 on 2016/06/22 by Daniel.Wright Only allowing opaque per-object shadows or CSM in the mobile renderer Change 3023415 on 2016/06/22 by Daniel.Wright Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target Change 3024888 on 2016/06/23 by Daniel.Wright Fixed preshadows being rendered redundantly with multiple lights Change 3025119 on 2016/06/23 by Martin.Mittring added MeshDecal content to RenderTest Change 3025122 on 2016/06/23 by Martin.Mittring enabled DBuffer for RenderTest Change 3025153 on 2016/06/23 by Marc.Olano Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10. Needed to use world space without shader offsets, not absolute world space. Change 3025180 on 2016/06/23 by Marc.Olano Use translated world space for particle centers. Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables. Change 3025265 on 2016/06/23 by David.Hill Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer #jira UE-26165 Change 3025269 on 2016/06/23 by Ryan.Brucks Adding new Testmap for Pixel Depth Offset velocities with Temporal AA Change 3025345 on 2016/06/23 by Benjamin.Hyder Submitting MeshDecal Content Change 3025444 on 2016/06/23 by Benjamin.Hyder updating content for MeshDecal Change 3025491 on 2016/06/23 by Benjamin.Hyder Updating DecalMesh Textures Change 3025802 on 2016/06/23 by Martin.Mittring added to readme Change 3026475 on 2016/06/24 by Rolando.Caloca DR - Show current state of r.RHIThread.Enable when not using param Change 3026479 on 2016/06/24 by Rolando.Caloca DR - Upgrade glslang to 1.0.17.0 Change 3026480 on 2016/06/24 by Rolando.Caloca DR - Vulkan headers to 1.0.17.0 Change 3026481 on 2016/06/24 by Rolando.Caloca DR - Vulkan wrapper for extra logging Change 3026491 on 2016/06/24 by Rolando.Caloca DR - Missed file Change 3026574 on 2016/06/24 by Rolando.Caloca DR - vk - Enabled fence reuse on 1.0.17.0 - Added more logging info Change 3026656 on 2016/06/24 by Frank.Fella Niagara - Prevent sequencer uobjects from being garbage collected. Change 3026657 on 2016/06/24 by Benjamin.Hyder Updating Rendertestmap to latest Change 3026723 on 2016/06/24 by Rolando.Caloca DR - Fix for ES3.1 RHIs Change 3026784 on 2016/06/24 by Martin.Mittring New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on) Change 3026866 on 2016/06/24 by Olaf.Piesche #jira OR-18363 #jira UE-27780 fix distortion in particle macro uvs [CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
int32 ViewCount = InViews.Num();
{
Collector.ClearViewMeshArrays();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3006483 on 2016/06/08 by Simon.Tovey Fix for UE-31653 Instance params from the Spawn, Required and TypeData modules were not being autopopulated. Change 3006514 on 2016/06/08 by Zabir.Hoque MIGRATING FIX @ Request Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction. #CodeReview: Marcus.Wassmer, Daniel.Wright Change 3006605 on 2016/06/08 by Rolando.Caloca DR - vk - Remove a bunch of unused code, clean up some todos Change 3006969 on 2016/06/08 by HaarmPieter.Duiker Add #ifdefs around inverse tonemapping to avoid performance hit in normal use Change 3007240 on 2016/06/09 by Chris.Bunner Made a pass at fixing global shader compile warnings and errors. Change 3007242 on 2016/06/09 by Chris.Bunner Don't force unlit mode when re-loading a map. #jira UE-31247 Change 3007243 on 2016/06/09 by Chris.Bunner Cache InvalidLightmapSettings material for instanced meshes. #jira UE-31182 Change 3007258 on 2016/06/09 by Chris.Bunner Fixed refractive depth bias material parameter. Change 3007466 on 2016/06/09 by Rolando.Caloca DR - Use vulkan debug marker extension directly from header Change 3007504 on 2016/06/09 by Martin.Mittring added refresh button to ImageVerifier Change 3007528 on 2016/06/09 by Martin.Mittring ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end make render more deterministic Change 3007551 on 2016/06/09 by Chris.Bunner Reverted constant type change in previous commit. Change 3007559 on 2016/06/09 by Martin.Mittring updated ImageValidator Change 3007584 on 2016/06/09 by Rolando.Caloca DR - Fix case when not running under RD Change 3007668 on 2016/06/09 by Rolando.Caloca DR - vk - Split layers/extensions by required/optional Change 3007820 on 2016/06/09 by Rolando.Caloca DR - Android compile fix Change 3007926 on 2016/06/09 by Martin.Mittring fixed UI scaling in ImageVerifyer Change 3007931 on 2016/06/09 by John.Billon -Fixed cutouts not working for certain sized texture/subUV size combinations. -Also fixed issue with subUV module not being postloaded consistently on startup. #Jira UE-31583 Change 3008023 on 2016/06/09 by Martin.Mittring refactor noise code in shaders Change 3008127 on 2016/06/09 by Zabir.Hoque Merging back hot fixes: 1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS. 2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself. Change 3008129 on 2016/06/09 by Daniel.Wright Disabled r.ProfileGPU.PrintAssetSummary by default due to spam Change 3008169 on 2016/06/09 by Rolando.Caloca DR - Fix mobile rendering not freeing resource when using RHI thread Change 3008429 on 2016/06/09 by Uriel.Doyon Enabled texture streaming new metrics. Added progress bar while texture streaming is being built. Added debug shader validation to prevent crashes when there are uniform expression set mismatches. Added texture streaming build to "Build All" Change 3008436 on 2016/06/09 by Uriel.Doyon Fixed shipping build Change 3008833 on 2016/06/10 by Rolando.Caloca DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications Submitted by Allar PR #1864 #jira UE-24545 Change 3008842 on 2016/06/10 by Rolando.Caloca DR - Remove vertex densities view mode Change 3008857 on 2016/06/10 by John.Billon Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching. Change 3008870 on 2016/06/10 by Rolando.Caloca DR - Rebuild hlslcc libs (missing from last merge) Change 3008925 on 2016/06/10 by John.Billon Fixed r.ScreenPercentage.Editor #Jira UE-31549 Change 3009028 on 2016/06/10 by Daniel.Wright Shadow depth refactor * Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame * This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading * The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed * A large amount of duplicated code to handle each shadow type has been combined * Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency * 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures Change 3009032 on 2016/06/10 by Daniel.Wright Fixed crash with simple forward shading in the material editor Change 3009178 on 2016/06/10 by Rolando.Caloca DR - Add support for multi callbacks on HlslParser, added a write to string callback Change 3009268 on 2016/06/10 by Daniel.Wright Warning fixes Change 3009416 on 2016/06/10 by Martin.Mittring moved decal rendering code in common spot for upcoming MeshDecal rendering Change 3009433 on 2016/06/10 by John.Billon Adding ensures for translucency lighting volume render target acesses. #Jira UE-31578 Change 3009449 on 2016/06/10 by Daniel.Wright Fixed whole scene point light shadow depths getting rendered redundantly Change 3009675 on 2016/06/10 by Martin.Mittring fixed Clang compiling Change 3009815 on 2016/06/10 by Martin.Mittring renamed IsUsedWithDeferredDecal to IsDeferredDecal to be more correct Change 3009946 on 2016/06/10 by Martin.Mittring minor optimization Change 3010270 on 2016/06/11 by HaarmPieter.Duiker Update gamut transformations used when dumping EXRs to account for bug UE-29935 Change 3011423 on 2016/06/13 by Martin.Mittring fixed default of bOutputsVelocityInBasePass #code_review:Rolando.Caloca #test:PC Change 3011448 on 2016/06/13 by Martin.Mittring minor engine code cleanup #code_review:Olaf.Piesche #test:PC Change 3011991 on 2016/06/13 by Daniel.Wright Fixed downsampled translucency crash in VR Change 3011993 on 2016/06/13 by Daniel.Wright Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely' Mobility tooltips now reflect whether a primitive component or light component is being inspected Change 3012096 on 2016/06/13 by Daniel.Wright Missing file from cl 3011993 Change 3012546 on 2016/06/14 by John.Billon Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled #Jira OR-23282 Change 3012706 on 2016/06/14 by John.Billon Renamed r.ContactShadows.Enable to r.ContactShadows Change 3012992 on 2016/06/14 by Rolando.Caloca DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled - Added support for CustomPresent Change 3013030 on 2016/06/14 by Rolando.Caloca DR - vk - Fix dev issue Change 3013423 on 2016/06/14 by Martin.Mittring removed code redundancy for easier upcoming changes #test:PC Change 3013451 on 2016/06/14 by Martin.Mittring removed no longer needed debug cvar #test:PC Change 3013643 on 2016/06/14 by Zabir.Hoque Fix API only being inlined in the cpp and not avaialble in the .h Change 3013696 on 2016/06/14 by Olaf.Piesche Adding missing quality level spawn rate scaling on GPU emitters Change 3013736 on 2016/06/14 by Daniel.Wright Cached shadowmaps for whole scene point and spot light shadows * Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights) * Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving * Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached * Cached shadowmaps are copied each frame and then movable primitive depths composited * Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap) * 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness) * 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights) Change 3014103 on 2016/06/15 by Daniel.Wright Compile fix Change 3014507 on 2016/06/15 by Simon.Tovey Resurrected Niagara playground and moved to Samples/NotForLicencees Change 3014931 on 2016/06/15 by Martin.Mittring moved r.RenderInternals code into renderer to be able to access more low level data #test:PC, paragon Change 3014933 on 2016/06/15 by Martin.Mittring nicer text Change 3014956 on 2016/06/15 by Daniel.Wright Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD) Change 3014985 on 2016/06/15 by Uriel.Doyon Enabled Texture Build shaders on Mac Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping. Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets #jira UE-30566 #jira UE-31098 Change 3014995 on 2016/06/15 by Rolando.Caloca DR - vk - Removed RHI thread wait on acquire image - Move Descriptor pool into context Change 3015002 on 2016/06/15 by Rolando.Caloca DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine Change 3015041 on 2016/06/15 by Martin.Mittring fixed ImageValidator crashing when using files that exist only in ref or test folder Change 3015309 on 2016/06/15 by Rolando.Caloca DR - vk - Enable fence re-use on SDKs >= 1.0.16.0 Change 3015356 on 2016/06/15 by Rolando.Caloca DR - vk - Prep for staging buffer refactor Change 3015430 on 2016/06/15 by Martin.Mittring minor optimization for subsurfacescatteringprofile Change 3016097 on 2016/06/16 by Simon.Tovey Enabling Niagara by default in the Niagara playground Change 3016098 on 2016/06/16 by Simon.Tovey Some misc fixup to get niagara working again Change 3016183 on 2016/06/16 by Rolando.Caloca DR - vk - Recreate buffer view for volatile buffers Change 3016225 on 2016/06/16 by Marcus.Wassmer Duplicate reflection fixes from 4.12 hotfixes. Change 3016289 on 2016/06/16 by Chris.Bunner Always gather MP_Normal definitions as they can be shared by other material properties. #jira UE-31792 Change 3016294 on 2016/06/16 by Daniel.Wright Fix for ensure accessing CVarCacheWPOPrimitives in game Change 3016305 on 2016/06/16 by Daniel.Wright Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been Change 3016330 on 2016/06/16 by Daniel.Wright Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light Stats for shadowmap memory used under 'stat shadowrendering' Change 3016506 on 2016/06/16 by Daniel.Wright Fixed crash building map in SunTemple due to null access Change 3016703 on 2016/06/16 by Uriel.Doyon Fixed warning due to floating point imprecision when building texture streaming Change 3016718 on 2016/06/16 by Daniel.Wright Volume lighting samples use adaptive sampling final gather * Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting) Change 3016871 on 2016/06/16 by Max.Chen Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation. Copy from Dev-Sequencer #jira UE-32093 Change 3017189 on 2016/06/16 by Zabir.Hoque Fix GBuffer format selection type-o. #CodeReview: Marcus.Wassmer Change 3017241 on 2016/06/16 by Martin.Mittring optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing #code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden Change 3017856 on 2016/06/17 by Rolando.Caloca DR - Missing GL enum Change 3017910 on 2016/06/17 by Ben.Woodhouse - Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates - Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24) #RB:Keli.Hloedversson,Martin.Mittring Change 3018126 on 2016/06/17 by Ben.Woodhouse Fix build warning on Mac #RB:David.Hill Change 3018167 on 2016/06/17 by Chris.Bunner Handle case when float4 is passed to TransformPosition material node. #jira UE-24980 Change 3018246 on 2016/06/17 by Benjamin.Hyder Submitting Preliminary ShadowRefactor TestMap Change 3018330 on 2016/06/17 by Benjamin.Hyder labeled ShadowRefactor map Change 3018377 on 2016/06/17 by Chris.Bunner Removed additional node creation when initializing a RotateAboutAxis node. #jira UE-8034 Change 3018433 on 2016/06/17 by Rolando.Caloca DR - Fix some clang warnings on Vulkan Change 3018664 on 2016/06/17 by Martin.Mittring unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812) #test:PC #code_review:Marcus.Wassmer,Brian.Karis Change 3019023 on 2016/06/19 by Benjamin.Hyder Re-Labeled ShadowRefactor map Change 3019024 on 2016/06/19 by Benjamin.Hyder Correcting Translucent Volume (Non-Directional) settings Change 3019026 on 2016/06/19 by Benjamin.Hyder Correcting Lighting ShadowRefactor map Change 3019414 on 2016/06/20 by Allan.Bentham Refactor mobile shadows Change 3019494 on 2016/06/20 by Gil.Gribb Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering) Change 3019504 on 2016/06/20 by John.Billon -Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk. -Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints. -Created a small common interface for blueprints and the editor itself to use for exporting. #Jira UE-31429 Change 3019561 on 2016/06/20 by Gil.Gribb UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager. Change 3019616 on 2016/06/20 by Rolando.Caloca DR - Replicate change in DevRendering to fix splotches on characters with morph targets Change: 3019599 O - Fix flickering on heroes with morph targets Change 3019627 on 2016/06/20 by Rolando.Caloca DR - Doh! Compile fix Change 3019674 on 2016/06/20 by Simon.Tovey Ripped out the quick hacky VM debugger I wrote a while back. Over complicated the VM and didn't do enough work to justify it. Will revisit debugging and profiling of VM scripts in future. Change 3019691 on 2016/06/20 by Ben.Woodhouse Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed. This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs). #RB:Martin.Mittring, Daniel.Wright Change 3019741 on 2016/06/20 by John.Billon Fixed compile error on mac. Change 3019984 on 2016/06/20 by Martin.Mittring minor optimization Change 3020172 on 2016/06/20 by Zachary.Wilson Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none Change 3020195 on 2016/06/20 by Zachary.Wilson Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none Change 3020196 on 2016/06/20 by Rolando.Caloca DR - Appease static analysis Change 3020231 on 2016/06/20 by Zachary.Wilson Making basic shapes consistent distance field resolution scale. #rb: none Change 3020468 on 2016/06/20 by David.Hill CameraWS UE-29146 Change 3020502 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee Camera for RenderOutputValidation Change 3020508 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee for RenderOutputValidation Change 3020514 on 2016/06/20 by Benjamin.Hyder Setting Autoplay for AutomationMatinee (sequence) Change 3020561 on 2016/06/20 by Daniel.Wright Removed outdated comment on uniform expression assert Change 3021268 on 2016/06/21 by Daniel.Wright Scaled sphere intersection for indirect capsule shadows * Fixes the discontinuity when capsule axis points close to the light direction * GPU cost is effectively the same (more expensive to compute, but tighter culling) Change 3021325 on 2016/06/21 by Daniel.Wright Split ShadowRendering.cpp into ShadowDepthRendering.cpp Change 3021355 on 2016/06/21 by Daniel.Wright Fixed RTDF shadows (broken by shadowmap caching) Change 3021444 on 2016/06/21 by Daniel.Wright Fixed crash due to Depth drawing policy not using the default material shader map properly Change 3021543 on 2016/06/21 by Daniel.Wright Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns Change 3021749 on 2016/06/21 by Daniel.Wright Moved RenderBasePass and dependencies into BasePassRendering.cpp Moved RenderPrePass and dependencies into DepthRendering.cpp Change 3021766 on 2016/06/21 by Benjamin.Hyder Adding 150dynamiclights level to Dev-Folder Change 3021971 on 2016/06/21 by Daniel.Wright Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation * TLM_SurfacePerPixelLighting now behaves like TLM_Surface Change 3022760 on 2016/06/22 by Chris.Bunner Merge fixup. Change 3022911 on 2016/06/22 by Rolando.Caloca DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders Change 3023037 on 2016/06/22 by Rolando.Caloca DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed Change 3023139 on 2016/06/22 by Daniel.Wright Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled Change 3023231 on 2016/06/22 by Daniel.Wright Only allowing opaque per-object shadows or CSM in the mobile renderer Change 3023415 on 2016/06/22 by Daniel.Wright Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target Change 3024888 on 2016/06/23 by Daniel.Wright Fixed preshadows being rendered redundantly with multiple lights Change 3025119 on 2016/06/23 by Martin.Mittring added MeshDecal content to RenderTest Change 3025122 on 2016/06/23 by Martin.Mittring enabled DBuffer for RenderTest Change 3025153 on 2016/06/23 by Marc.Olano Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10. Needed to use world space without shader offsets, not absolute world space. Change 3025180 on 2016/06/23 by Marc.Olano Use translated world space for particle centers. Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables. Change 3025265 on 2016/06/23 by David.Hill Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer #jira UE-26165 Change 3025269 on 2016/06/23 by Ryan.Brucks Adding new Testmap for Pixel Depth Offset velocities with Temporal AA Change 3025345 on 2016/06/23 by Benjamin.Hyder Submitting MeshDecal Content Change 3025444 on 2016/06/23 by Benjamin.Hyder updating content for MeshDecal Change 3025491 on 2016/06/23 by Benjamin.Hyder Updating DecalMesh Textures Change 3025802 on 2016/06/23 by Martin.Mittring added to readme Change 3026475 on 2016/06/24 by Rolando.Caloca DR - Show current state of r.RHIThread.Enable when not using param Change 3026479 on 2016/06/24 by Rolando.Caloca DR - Upgrade glslang to 1.0.17.0 Change 3026480 on 2016/06/24 by Rolando.Caloca DR - Vulkan headers to 1.0.17.0 Change 3026481 on 2016/06/24 by Rolando.Caloca DR - Vulkan wrapper for extra logging Change 3026491 on 2016/06/24 by Rolando.Caloca DR - Missed file Change 3026574 on 2016/06/24 by Rolando.Caloca DR - vk - Enabled fence reuse on 1.0.17.0 - Added more logging info Change 3026656 on 2016/06/24 by Frank.Fella Niagara - Prevent sequencer uobjects from being garbage collected. Change 3026657 on 2016/06/24 by Benjamin.Hyder Updating Rendertestmap to latest Change 3026723 on 2016/06/24 by Rolando.Caloca DR - Fix for ES3.1 RHIs Change 3026784 on 2016/06/24 by Martin.Mittring New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on) Change 3026866 on 2016/06/24 by Olaf.Piesche #jira OR-18363 #jira UE-27780 fix distortion in particle macro uvs [CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
for (int32 ViewIndex = 0; ViewIndex < ViewCount; ViewIndex++)
{
Collector.AddViewMeshArrays(&InViews[ViewIndex], &InViews[ViewIndex].DynamicMeshElements, &InViews[ViewIndex].SimpleElementCollector, InViewFamily.GetFeatureLevel());
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3006483 on 2016/06/08 by Simon.Tovey Fix for UE-31653 Instance params from the Spawn, Required and TypeData modules were not being autopopulated. Change 3006514 on 2016/06/08 by Zabir.Hoque MIGRATING FIX @ Request Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction. #CodeReview: Marcus.Wassmer, Daniel.Wright Change 3006605 on 2016/06/08 by Rolando.Caloca DR - vk - Remove a bunch of unused code, clean up some todos Change 3006969 on 2016/06/08 by HaarmPieter.Duiker Add #ifdefs around inverse tonemapping to avoid performance hit in normal use Change 3007240 on 2016/06/09 by Chris.Bunner Made a pass at fixing global shader compile warnings and errors. Change 3007242 on 2016/06/09 by Chris.Bunner Don't force unlit mode when re-loading a map. #jira UE-31247 Change 3007243 on 2016/06/09 by Chris.Bunner Cache InvalidLightmapSettings material for instanced meshes. #jira UE-31182 Change 3007258 on 2016/06/09 by Chris.Bunner Fixed refractive depth bias material parameter. Change 3007466 on 2016/06/09 by Rolando.Caloca DR - Use vulkan debug marker extension directly from header Change 3007504 on 2016/06/09 by Martin.Mittring added refresh button to ImageVerifier Change 3007528 on 2016/06/09 by Martin.Mittring ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end make render more deterministic Change 3007551 on 2016/06/09 by Chris.Bunner Reverted constant type change in previous commit. Change 3007559 on 2016/06/09 by Martin.Mittring updated ImageValidator Change 3007584 on 2016/06/09 by Rolando.Caloca DR - Fix case when not running under RD Change 3007668 on 2016/06/09 by Rolando.Caloca DR - vk - Split layers/extensions by required/optional Change 3007820 on 2016/06/09 by Rolando.Caloca DR - Android compile fix Change 3007926 on 2016/06/09 by Martin.Mittring fixed UI scaling in ImageVerifyer Change 3007931 on 2016/06/09 by John.Billon -Fixed cutouts not working for certain sized texture/subUV size combinations. -Also fixed issue with subUV module not being postloaded consistently on startup. #Jira UE-31583 Change 3008023 on 2016/06/09 by Martin.Mittring refactor noise code in shaders Change 3008127 on 2016/06/09 by Zabir.Hoque Merging back hot fixes: 1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS. 2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself. Change 3008129 on 2016/06/09 by Daniel.Wright Disabled r.ProfileGPU.PrintAssetSummary by default due to spam Change 3008169 on 2016/06/09 by Rolando.Caloca DR - Fix mobile rendering not freeing resource when using RHI thread Change 3008429 on 2016/06/09 by Uriel.Doyon Enabled texture streaming new metrics. Added progress bar while texture streaming is being built. Added debug shader validation to prevent crashes when there are uniform expression set mismatches. Added texture streaming build to "Build All" Change 3008436 on 2016/06/09 by Uriel.Doyon Fixed shipping build Change 3008833 on 2016/06/10 by Rolando.Caloca DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications Submitted by Allar PR #1864 #jira UE-24545 Change 3008842 on 2016/06/10 by Rolando.Caloca DR - Remove vertex densities view mode Change 3008857 on 2016/06/10 by John.Billon Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching. Change 3008870 on 2016/06/10 by Rolando.Caloca DR - Rebuild hlslcc libs (missing from last merge) Change 3008925 on 2016/06/10 by John.Billon Fixed r.ScreenPercentage.Editor #Jira UE-31549 Change 3009028 on 2016/06/10 by Daniel.Wright Shadow depth refactor * Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame * This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading * The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed * A large amount of duplicated code to handle each shadow type has been combined * Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency * 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures Change 3009032 on 2016/06/10 by Daniel.Wright Fixed crash with simple forward shading in the material editor Change 3009178 on 2016/06/10 by Rolando.Caloca DR - Add support for multi callbacks on HlslParser, added a write to string callback Change 3009268 on 2016/06/10 by Daniel.Wright Warning fixes Change 3009416 on 2016/06/10 by Martin.Mittring moved decal rendering code in common spot for upcoming MeshDecal rendering Change 3009433 on 2016/06/10 by John.Billon Adding ensures for translucency lighting volume render target acesses. #Jira UE-31578 Change 3009449 on 2016/06/10 by Daniel.Wright Fixed whole scene point light shadow depths getting rendered redundantly Change 3009675 on 2016/06/10 by Martin.Mittring fixed Clang compiling Change 3009815 on 2016/06/10 by Martin.Mittring renamed IsUsedWithDeferredDecal to IsDeferredDecal to be more correct Change 3009946 on 2016/06/10 by Martin.Mittring minor optimization Change 3010270 on 2016/06/11 by HaarmPieter.Duiker Update gamut transformations used when dumping EXRs to account for bug UE-29935 Change 3011423 on 2016/06/13 by Martin.Mittring fixed default of bOutputsVelocityInBasePass #code_review:Rolando.Caloca #test:PC Change 3011448 on 2016/06/13 by Martin.Mittring minor engine code cleanup #code_review:Olaf.Piesche #test:PC Change 3011991 on 2016/06/13 by Daniel.Wright Fixed downsampled translucency crash in VR Change 3011993 on 2016/06/13 by Daniel.Wright Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely' Mobility tooltips now reflect whether a primitive component or light component is being inspected Change 3012096 on 2016/06/13 by Daniel.Wright Missing file from cl 3011993 Change 3012546 on 2016/06/14 by John.Billon Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled #Jira OR-23282 Change 3012706 on 2016/06/14 by John.Billon Renamed r.ContactShadows.Enable to r.ContactShadows Change 3012992 on 2016/06/14 by Rolando.Caloca DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled - Added support for CustomPresent Change 3013030 on 2016/06/14 by Rolando.Caloca DR - vk - Fix dev issue Change 3013423 on 2016/06/14 by Martin.Mittring removed code redundancy for easier upcoming changes #test:PC Change 3013451 on 2016/06/14 by Martin.Mittring removed no longer needed debug cvar #test:PC Change 3013643 on 2016/06/14 by Zabir.Hoque Fix API only being inlined in the cpp and not avaialble in the .h Change 3013696 on 2016/06/14 by Olaf.Piesche Adding missing quality level spawn rate scaling on GPU emitters Change 3013736 on 2016/06/14 by Daniel.Wright Cached shadowmaps for whole scene point and spot light shadows * Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights) * Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving * Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached * Cached shadowmaps are copied each frame and then movable primitive depths composited * Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap) * 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness) * 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights) Change 3014103 on 2016/06/15 by Daniel.Wright Compile fix Change 3014507 on 2016/06/15 by Simon.Tovey Resurrected Niagara playground and moved to Samples/NotForLicencees Change 3014931 on 2016/06/15 by Martin.Mittring moved r.RenderInternals code into renderer to be able to access more low level data #test:PC, paragon Change 3014933 on 2016/06/15 by Martin.Mittring nicer text Change 3014956 on 2016/06/15 by Daniel.Wright Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD) Change 3014985 on 2016/06/15 by Uriel.Doyon Enabled Texture Build shaders on Mac Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping. Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets #jira UE-30566 #jira UE-31098 Change 3014995 on 2016/06/15 by Rolando.Caloca DR - vk - Removed RHI thread wait on acquire image - Move Descriptor pool into context Change 3015002 on 2016/06/15 by Rolando.Caloca DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine Change 3015041 on 2016/06/15 by Martin.Mittring fixed ImageValidator crashing when using files that exist only in ref or test folder Change 3015309 on 2016/06/15 by Rolando.Caloca DR - vk - Enable fence re-use on SDKs >= 1.0.16.0 Change 3015356 on 2016/06/15 by Rolando.Caloca DR - vk - Prep for staging buffer refactor Change 3015430 on 2016/06/15 by Martin.Mittring minor optimization for subsurfacescatteringprofile Change 3016097 on 2016/06/16 by Simon.Tovey Enabling Niagara by default in the Niagara playground Change 3016098 on 2016/06/16 by Simon.Tovey Some misc fixup to get niagara working again Change 3016183 on 2016/06/16 by Rolando.Caloca DR - vk - Recreate buffer view for volatile buffers Change 3016225 on 2016/06/16 by Marcus.Wassmer Duplicate reflection fixes from 4.12 hotfixes. Change 3016289 on 2016/06/16 by Chris.Bunner Always gather MP_Normal definitions as they can be shared by other material properties. #jira UE-31792 Change 3016294 on 2016/06/16 by Daniel.Wright Fix for ensure accessing CVarCacheWPOPrimitives in game Change 3016305 on 2016/06/16 by Daniel.Wright Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been Change 3016330 on 2016/06/16 by Daniel.Wright Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light Stats for shadowmap memory used under 'stat shadowrendering' Change 3016506 on 2016/06/16 by Daniel.Wright Fixed crash building map in SunTemple due to null access Change 3016703 on 2016/06/16 by Uriel.Doyon Fixed warning due to floating point imprecision when building texture streaming Change 3016718 on 2016/06/16 by Daniel.Wright Volume lighting samples use adaptive sampling final gather * Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting) Change 3016871 on 2016/06/16 by Max.Chen Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation. Copy from Dev-Sequencer #jira UE-32093 Change 3017189 on 2016/06/16 by Zabir.Hoque Fix GBuffer format selection type-o. #CodeReview: Marcus.Wassmer Change 3017241 on 2016/06/16 by Martin.Mittring optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing #code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden Change 3017856 on 2016/06/17 by Rolando.Caloca DR - Missing GL enum Change 3017910 on 2016/06/17 by Ben.Woodhouse - Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates - Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24) #RB:Keli.Hloedversson,Martin.Mittring Change 3018126 on 2016/06/17 by Ben.Woodhouse Fix build warning on Mac #RB:David.Hill Change 3018167 on 2016/06/17 by Chris.Bunner Handle case when float4 is passed to TransformPosition material node. #jira UE-24980 Change 3018246 on 2016/06/17 by Benjamin.Hyder Submitting Preliminary ShadowRefactor TestMap Change 3018330 on 2016/06/17 by Benjamin.Hyder labeled ShadowRefactor map Change 3018377 on 2016/06/17 by Chris.Bunner Removed additional node creation when initializing a RotateAboutAxis node. #jira UE-8034 Change 3018433 on 2016/06/17 by Rolando.Caloca DR - Fix some clang warnings on Vulkan Change 3018664 on 2016/06/17 by Martin.Mittring unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812) #test:PC #code_review:Marcus.Wassmer,Brian.Karis Change 3019023 on 2016/06/19 by Benjamin.Hyder Re-Labeled ShadowRefactor map Change 3019024 on 2016/06/19 by Benjamin.Hyder Correcting Translucent Volume (Non-Directional) settings Change 3019026 on 2016/06/19 by Benjamin.Hyder Correcting Lighting ShadowRefactor map Change 3019414 on 2016/06/20 by Allan.Bentham Refactor mobile shadows Change 3019494 on 2016/06/20 by Gil.Gribb Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering) Change 3019504 on 2016/06/20 by John.Billon -Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk. -Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints. -Created a small common interface for blueprints and the editor itself to use for exporting. #Jira UE-31429 Change 3019561 on 2016/06/20 by Gil.Gribb UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager. Change 3019616 on 2016/06/20 by Rolando.Caloca DR - Replicate change in DevRendering to fix splotches on characters with morph targets Change: 3019599 O - Fix flickering on heroes with morph targets Change 3019627 on 2016/06/20 by Rolando.Caloca DR - Doh! Compile fix Change 3019674 on 2016/06/20 by Simon.Tovey Ripped out the quick hacky VM debugger I wrote a while back. Over complicated the VM and didn't do enough work to justify it. Will revisit debugging and profiling of VM scripts in future. Change 3019691 on 2016/06/20 by Ben.Woodhouse Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed. This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs). #RB:Martin.Mittring, Daniel.Wright Change 3019741 on 2016/06/20 by John.Billon Fixed compile error on mac. Change 3019984 on 2016/06/20 by Martin.Mittring minor optimization Change 3020172 on 2016/06/20 by Zachary.Wilson Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none Change 3020195 on 2016/06/20 by Zachary.Wilson Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none Change 3020196 on 2016/06/20 by Rolando.Caloca DR - Appease static analysis Change 3020231 on 2016/06/20 by Zachary.Wilson Making basic shapes consistent distance field resolution scale. #rb: none Change 3020468 on 2016/06/20 by David.Hill CameraWS UE-29146 Change 3020502 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee Camera for RenderOutputValidation Change 3020508 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee for RenderOutputValidation Change 3020514 on 2016/06/20 by Benjamin.Hyder Setting Autoplay for AutomationMatinee (sequence) Change 3020561 on 2016/06/20 by Daniel.Wright Removed outdated comment on uniform expression assert Change 3021268 on 2016/06/21 by Daniel.Wright Scaled sphere intersection for indirect capsule shadows * Fixes the discontinuity when capsule axis points close to the light direction * GPU cost is effectively the same (more expensive to compute, but tighter culling) Change 3021325 on 2016/06/21 by Daniel.Wright Split ShadowRendering.cpp into ShadowDepthRendering.cpp Change 3021355 on 2016/06/21 by Daniel.Wright Fixed RTDF shadows (broken by shadowmap caching) Change 3021444 on 2016/06/21 by Daniel.Wright Fixed crash due to Depth drawing policy not using the default material shader map properly Change 3021543 on 2016/06/21 by Daniel.Wright Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns Change 3021749 on 2016/06/21 by Daniel.Wright Moved RenderBasePass and dependencies into BasePassRendering.cpp Moved RenderPrePass and dependencies into DepthRendering.cpp Change 3021766 on 2016/06/21 by Benjamin.Hyder Adding 150dynamiclights level to Dev-Folder Change 3021971 on 2016/06/21 by Daniel.Wright Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation * TLM_SurfacePerPixelLighting now behaves like TLM_Surface Change 3022760 on 2016/06/22 by Chris.Bunner Merge fixup. Change 3022911 on 2016/06/22 by Rolando.Caloca DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders Change 3023037 on 2016/06/22 by Rolando.Caloca DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed Change 3023139 on 2016/06/22 by Daniel.Wright Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled Change 3023231 on 2016/06/22 by Daniel.Wright Only allowing opaque per-object shadows or CSM in the mobile renderer Change 3023415 on 2016/06/22 by Daniel.Wright Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target Change 3024888 on 2016/06/23 by Daniel.Wright Fixed preshadows being rendered redundantly with multiple lights Change 3025119 on 2016/06/23 by Martin.Mittring added MeshDecal content to RenderTest Change 3025122 on 2016/06/23 by Martin.Mittring enabled DBuffer for RenderTest Change 3025153 on 2016/06/23 by Marc.Olano Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10. Needed to use world space without shader offsets, not absolute world space. Change 3025180 on 2016/06/23 by Marc.Olano Use translated world space for particle centers. Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables. Change 3025265 on 2016/06/23 by David.Hill Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer #jira UE-26165 Change 3025269 on 2016/06/23 by Ryan.Brucks Adding new Testmap for Pixel Depth Offset velocities with Temporal AA Change 3025345 on 2016/06/23 by Benjamin.Hyder Submitting MeshDecal Content Change 3025444 on 2016/06/23 by Benjamin.Hyder updating content for MeshDecal Change 3025491 on 2016/06/23 by Benjamin.Hyder Updating DecalMesh Textures Change 3025802 on 2016/06/23 by Martin.Mittring added to readme Change 3026475 on 2016/06/24 by Rolando.Caloca DR - Show current state of r.RHIThread.Enable when not using param Change 3026479 on 2016/06/24 by Rolando.Caloca DR - Upgrade glslang to 1.0.17.0 Change 3026480 on 2016/06/24 by Rolando.Caloca DR - Vulkan headers to 1.0.17.0 Change 3026481 on 2016/06/24 by Rolando.Caloca DR - Vulkan wrapper for extra logging Change 3026491 on 2016/06/24 by Rolando.Caloca DR - Missed file Change 3026574 on 2016/06/24 by Rolando.Caloca DR - vk - Enabled fence reuse on 1.0.17.0 - Added more logging info Change 3026656 on 2016/06/24 by Frank.Fella Niagara - Prevent sequencer uobjects from being garbage collected. Change 3026657 on 2016/06/24 by Benjamin.Hyder Updating Rendertestmap to latest Change 3026723 on 2016/06/24 by Rolando.Caloca DR - Fix for ES3.1 RHIs Change 3026784 on 2016/06/24 by Martin.Mittring New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on) Change 3026866 on 2016/06/24 by Olaf.Piesche #jira OR-18363 #jira UE-27780 fix distortion in particle macro uvs [CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
const bool bIsInstancedStereo = (ViewCount > 0) ? InViews[0].IsInstancedStereoPass() : false;
for (int32 PrimitiveIndex = 0; PrimitiveIndex < NumPrimitives; ++PrimitiveIndex)
{
const uint8 ViewMask = HasDynamicMeshElementsMasks[PrimitiveIndex];
if (ViewMask != 0)
{
// Don't cull a single eye when drawing a stereo pair
const uint8 ViewMaskFinal = (bIsInstancedStereo) ? ViewMask | 0x3 : ViewMask;
FPrimitiveSceneInfo* PrimitiveSceneInfo = InScene->Primitives[PrimitiveIndex];
Collector.SetPrimitive(PrimitiveSceneInfo->Proxy, PrimitiveSceneInfo->DefaultDynamicHitProxyId);
PrimitiveSceneInfo->Proxy->GetDynamicMeshElements(InViewFamily.Views, InViewFamily, ViewMaskFinal, Collector);
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3006483 on 2016/06/08 by Simon.Tovey Fix for UE-31653 Instance params from the Spawn, Required and TypeData modules were not being autopopulated. Change 3006514 on 2016/06/08 by Zabir.Hoque MIGRATING FIX @ Request Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction. #CodeReview: Marcus.Wassmer, Daniel.Wright Change 3006605 on 2016/06/08 by Rolando.Caloca DR - vk - Remove a bunch of unused code, clean up some todos Change 3006969 on 2016/06/08 by HaarmPieter.Duiker Add #ifdefs around inverse tonemapping to avoid performance hit in normal use Change 3007240 on 2016/06/09 by Chris.Bunner Made a pass at fixing global shader compile warnings and errors. Change 3007242 on 2016/06/09 by Chris.Bunner Don't force unlit mode when re-loading a map. #jira UE-31247 Change 3007243 on 2016/06/09 by Chris.Bunner Cache InvalidLightmapSettings material for instanced meshes. #jira UE-31182 Change 3007258 on 2016/06/09 by Chris.Bunner Fixed refractive depth bias material parameter. Change 3007466 on 2016/06/09 by Rolando.Caloca DR - Use vulkan debug marker extension directly from header Change 3007504 on 2016/06/09 by Martin.Mittring added refresh button to ImageVerifier Change 3007528 on 2016/06/09 by Martin.Mittring ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end make render more deterministic Change 3007551 on 2016/06/09 by Chris.Bunner Reverted constant type change in previous commit. Change 3007559 on 2016/06/09 by Martin.Mittring updated ImageValidator Change 3007584 on 2016/06/09 by Rolando.Caloca DR - Fix case when not running under RD Change 3007668 on 2016/06/09 by Rolando.Caloca DR - vk - Split layers/extensions by required/optional Change 3007820 on 2016/06/09 by Rolando.Caloca DR - Android compile fix Change 3007926 on 2016/06/09 by Martin.Mittring fixed UI scaling in ImageVerifyer Change 3007931 on 2016/06/09 by John.Billon -Fixed cutouts not working for certain sized texture/subUV size combinations. -Also fixed issue with subUV module not being postloaded consistently on startup. #Jira UE-31583 Change 3008023 on 2016/06/09 by Martin.Mittring refactor noise code in shaders Change 3008127 on 2016/06/09 by Zabir.Hoque Merging back hot fixes: 1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS. 2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself. Change 3008129 on 2016/06/09 by Daniel.Wright Disabled r.ProfileGPU.PrintAssetSummary by default due to spam Change 3008169 on 2016/06/09 by Rolando.Caloca DR - Fix mobile rendering not freeing resource when using RHI thread Change 3008429 on 2016/06/09 by Uriel.Doyon Enabled texture streaming new metrics. Added progress bar while texture streaming is being built. Added debug shader validation to prevent crashes when there are uniform expression set mismatches. Added texture streaming build to "Build All" Change 3008436 on 2016/06/09 by Uriel.Doyon Fixed shipping build Change 3008833 on 2016/06/10 by Rolando.Caloca DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications Submitted by Allar PR #1864 #jira UE-24545 Change 3008842 on 2016/06/10 by Rolando.Caloca DR - Remove vertex densities view mode Change 3008857 on 2016/06/10 by John.Billon Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching. Change 3008870 on 2016/06/10 by Rolando.Caloca DR - Rebuild hlslcc libs (missing from last merge) Change 3008925 on 2016/06/10 by John.Billon Fixed r.ScreenPercentage.Editor #Jira UE-31549 Change 3009028 on 2016/06/10 by Daniel.Wright Shadow depth refactor * Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame * This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading * The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed * A large amount of duplicated code to handle each shadow type has been combined * Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency * 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures Change 3009032 on 2016/06/10 by Daniel.Wright Fixed crash with simple forward shading in the material editor Change 3009178 on 2016/06/10 by Rolando.Caloca DR - Add support for multi callbacks on HlslParser, added a write to string callback Change 3009268 on 2016/06/10 by Daniel.Wright Warning fixes Change 3009416 on 2016/06/10 by Martin.Mittring moved decal rendering code in common spot for upcoming MeshDecal rendering Change 3009433 on 2016/06/10 by John.Billon Adding ensures for translucency lighting volume render target acesses. #Jira UE-31578 Change 3009449 on 2016/06/10 by Daniel.Wright Fixed whole scene point light shadow depths getting rendered redundantly Change 3009675 on 2016/06/10 by Martin.Mittring fixed Clang compiling Change 3009815 on 2016/06/10 by Martin.Mittring renamed IsUsedWithDeferredDecal to IsDeferredDecal to be more correct Change 3009946 on 2016/06/10 by Martin.Mittring minor optimization Change 3010270 on 2016/06/11 by HaarmPieter.Duiker Update gamut transformations used when dumping EXRs to account for bug UE-29935 Change 3011423 on 2016/06/13 by Martin.Mittring fixed default of bOutputsVelocityInBasePass #code_review:Rolando.Caloca #test:PC Change 3011448 on 2016/06/13 by Martin.Mittring minor engine code cleanup #code_review:Olaf.Piesche #test:PC Change 3011991 on 2016/06/13 by Daniel.Wright Fixed downsampled translucency crash in VR Change 3011993 on 2016/06/13 by Daniel.Wright Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely' Mobility tooltips now reflect whether a primitive component or light component is being inspected Change 3012096 on 2016/06/13 by Daniel.Wright Missing file from cl 3011993 Change 3012546 on 2016/06/14 by John.Billon Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled #Jira OR-23282 Change 3012706 on 2016/06/14 by John.Billon Renamed r.ContactShadows.Enable to r.ContactShadows Change 3012992 on 2016/06/14 by Rolando.Caloca DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled - Added support for CustomPresent Change 3013030 on 2016/06/14 by Rolando.Caloca DR - vk - Fix dev issue Change 3013423 on 2016/06/14 by Martin.Mittring removed code redundancy for easier upcoming changes #test:PC Change 3013451 on 2016/06/14 by Martin.Mittring removed no longer needed debug cvar #test:PC Change 3013643 on 2016/06/14 by Zabir.Hoque Fix API only being inlined in the cpp and not avaialble in the .h Change 3013696 on 2016/06/14 by Olaf.Piesche Adding missing quality level spawn rate scaling on GPU emitters Change 3013736 on 2016/06/14 by Daniel.Wright Cached shadowmaps for whole scene point and spot light shadows * Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights) * Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving * Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached * Cached shadowmaps are copied each frame and then movable primitive depths composited * Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap) * 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness) * 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights) Change 3014103 on 2016/06/15 by Daniel.Wright Compile fix Change 3014507 on 2016/06/15 by Simon.Tovey Resurrected Niagara playground and moved to Samples/NotForLicencees Change 3014931 on 2016/06/15 by Martin.Mittring moved r.RenderInternals code into renderer to be able to access more low level data #test:PC, paragon Change 3014933 on 2016/06/15 by Martin.Mittring nicer text Change 3014956 on 2016/06/15 by Daniel.Wright Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD) Change 3014985 on 2016/06/15 by Uriel.Doyon Enabled Texture Build shaders on Mac Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping. Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets #jira UE-30566 #jira UE-31098 Change 3014995 on 2016/06/15 by Rolando.Caloca DR - vk - Removed RHI thread wait on acquire image - Move Descriptor pool into context Change 3015002 on 2016/06/15 by Rolando.Caloca DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine Change 3015041 on 2016/06/15 by Martin.Mittring fixed ImageValidator crashing when using files that exist only in ref or test folder Change 3015309 on 2016/06/15 by Rolando.Caloca DR - vk - Enable fence re-use on SDKs >= 1.0.16.0 Change 3015356 on 2016/06/15 by Rolando.Caloca DR - vk - Prep for staging buffer refactor Change 3015430 on 2016/06/15 by Martin.Mittring minor optimization for subsurfacescatteringprofile Change 3016097 on 2016/06/16 by Simon.Tovey Enabling Niagara by default in the Niagara playground Change 3016098 on 2016/06/16 by Simon.Tovey Some misc fixup to get niagara working again Change 3016183 on 2016/06/16 by Rolando.Caloca DR - vk - Recreate buffer view for volatile buffers Change 3016225 on 2016/06/16 by Marcus.Wassmer Duplicate reflection fixes from 4.12 hotfixes. Change 3016289 on 2016/06/16 by Chris.Bunner Always gather MP_Normal definitions as they can be shared by other material properties. #jira UE-31792 Change 3016294 on 2016/06/16 by Daniel.Wright Fix for ensure accessing CVarCacheWPOPrimitives in game Change 3016305 on 2016/06/16 by Daniel.Wright Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been Change 3016330 on 2016/06/16 by Daniel.Wright Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light Stats for shadowmap memory used under 'stat shadowrendering' Change 3016506 on 2016/06/16 by Daniel.Wright Fixed crash building map in SunTemple due to null access Change 3016703 on 2016/06/16 by Uriel.Doyon Fixed warning due to floating point imprecision when building texture streaming Change 3016718 on 2016/06/16 by Daniel.Wright Volume lighting samples use adaptive sampling final gather * Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting) Change 3016871 on 2016/06/16 by Max.Chen Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation. Copy from Dev-Sequencer #jira UE-32093 Change 3017189 on 2016/06/16 by Zabir.Hoque Fix GBuffer format selection type-o. #CodeReview: Marcus.Wassmer Change 3017241 on 2016/06/16 by Martin.Mittring optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing #code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden Change 3017856 on 2016/06/17 by Rolando.Caloca DR - Missing GL enum Change 3017910 on 2016/06/17 by Ben.Woodhouse - Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates - Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24) #RB:Keli.Hloedversson,Martin.Mittring Change 3018126 on 2016/06/17 by Ben.Woodhouse Fix build warning on Mac #RB:David.Hill Change 3018167 on 2016/06/17 by Chris.Bunner Handle case when float4 is passed to TransformPosition material node. #jira UE-24980 Change 3018246 on 2016/06/17 by Benjamin.Hyder Submitting Preliminary ShadowRefactor TestMap Change 3018330 on 2016/06/17 by Benjamin.Hyder labeled ShadowRefactor map Change 3018377 on 2016/06/17 by Chris.Bunner Removed additional node creation when initializing a RotateAboutAxis node. #jira UE-8034 Change 3018433 on 2016/06/17 by Rolando.Caloca DR - Fix some clang warnings on Vulkan Change 3018664 on 2016/06/17 by Martin.Mittring unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812) #test:PC #code_review:Marcus.Wassmer,Brian.Karis Change 3019023 on 2016/06/19 by Benjamin.Hyder Re-Labeled ShadowRefactor map Change 3019024 on 2016/06/19 by Benjamin.Hyder Correcting Translucent Volume (Non-Directional) settings Change 3019026 on 2016/06/19 by Benjamin.Hyder Correcting Lighting ShadowRefactor map Change 3019414 on 2016/06/20 by Allan.Bentham Refactor mobile shadows Change 3019494 on 2016/06/20 by Gil.Gribb Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering) Change 3019504 on 2016/06/20 by John.Billon -Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk. -Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints. -Created a small common interface for blueprints and the editor itself to use for exporting. #Jira UE-31429 Change 3019561 on 2016/06/20 by Gil.Gribb UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager. Change 3019616 on 2016/06/20 by Rolando.Caloca DR - Replicate change in DevRendering to fix splotches on characters with morph targets Change: 3019599 O - Fix flickering on heroes with morph targets Change 3019627 on 2016/06/20 by Rolando.Caloca DR - Doh! Compile fix Change 3019674 on 2016/06/20 by Simon.Tovey Ripped out the quick hacky VM debugger I wrote a while back. Over complicated the VM and didn't do enough work to justify it. Will revisit debugging and profiling of VM scripts in future. Change 3019691 on 2016/06/20 by Ben.Woodhouse Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed. This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs). #RB:Martin.Mittring, Daniel.Wright Change 3019741 on 2016/06/20 by John.Billon Fixed compile error on mac. Change 3019984 on 2016/06/20 by Martin.Mittring minor optimization Change 3020172 on 2016/06/20 by Zachary.Wilson Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none Change 3020195 on 2016/06/20 by Zachary.Wilson Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none Change 3020196 on 2016/06/20 by Rolando.Caloca DR - Appease static analysis Change 3020231 on 2016/06/20 by Zachary.Wilson Making basic shapes consistent distance field resolution scale. #rb: none Change 3020468 on 2016/06/20 by David.Hill CameraWS UE-29146 Change 3020502 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee Camera for RenderOutputValidation Change 3020508 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee for RenderOutputValidation Change 3020514 on 2016/06/20 by Benjamin.Hyder Setting Autoplay for AutomationMatinee (sequence) Change 3020561 on 2016/06/20 by Daniel.Wright Removed outdated comment on uniform expression assert Change 3021268 on 2016/06/21 by Daniel.Wright Scaled sphere intersection for indirect capsule shadows * Fixes the discontinuity when capsule axis points close to the light direction * GPU cost is effectively the same (more expensive to compute, but tighter culling) Change 3021325 on 2016/06/21 by Daniel.Wright Split ShadowRendering.cpp into ShadowDepthRendering.cpp Change 3021355 on 2016/06/21 by Daniel.Wright Fixed RTDF shadows (broken by shadowmap caching) Change 3021444 on 2016/06/21 by Daniel.Wright Fixed crash due to Depth drawing policy not using the default material shader map properly Change 3021543 on 2016/06/21 by Daniel.Wright Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns Change 3021749 on 2016/06/21 by Daniel.Wright Moved RenderBasePass and dependencies into BasePassRendering.cpp Moved RenderPrePass and dependencies into DepthRendering.cpp Change 3021766 on 2016/06/21 by Benjamin.Hyder Adding 150dynamiclights level to Dev-Folder Change 3021971 on 2016/06/21 by Daniel.Wright Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation * TLM_SurfacePerPixelLighting now behaves like TLM_Surface Change 3022760 on 2016/06/22 by Chris.Bunner Merge fixup. Change 3022911 on 2016/06/22 by Rolando.Caloca DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders Change 3023037 on 2016/06/22 by Rolando.Caloca DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed Change 3023139 on 2016/06/22 by Daniel.Wright Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled Change 3023231 on 2016/06/22 by Daniel.Wright Only allowing opaque per-object shadows or CSM in the mobile renderer Change 3023415 on 2016/06/22 by Daniel.Wright Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target Change 3024888 on 2016/06/23 by Daniel.Wright Fixed preshadows being rendered redundantly with multiple lights Change 3025119 on 2016/06/23 by Martin.Mittring added MeshDecal content to RenderTest Change 3025122 on 2016/06/23 by Martin.Mittring enabled DBuffer for RenderTest Change 3025153 on 2016/06/23 by Marc.Olano Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10. Needed to use world space without shader offsets, not absolute world space. Change 3025180 on 2016/06/23 by Marc.Olano Use translated world space for particle centers. Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables. Change 3025265 on 2016/06/23 by David.Hill Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer #jira UE-26165 Change 3025269 on 2016/06/23 by Ryan.Brucks Adding new Testmap for Pixel Depth Offset velocities with Temporal AA Change 3025345 on 2016/06/23 by Benjamin.Hyder Submitting MeshDecal Content Change 3025444 on 2016/06/23 by Benjamin.Hyder updating content for MeshDecal Change 3025491 on 2016/06/23 by Benjamin.Hyder Updating DecalMesh Textures Change 3025802 on 2016/06/23 by Martin.Mittring added to readme Change 3026475 on 2016/06/24 by Rolando.Caloca DR - Show current state of r.RHIThread.Enable when not using param Change 3026479 on 2016/06/24 by Rolando.Caloca DR - Upgrade glslang to 1.0.17.0 Change 3026480 on 2016/06/24 by Rolando.Caloca DR - Vulkan headers to 1.0.17.0 Change 3026481 on 2016/06/24 by Rolando.Caloca DR - Vulkan wrapper for extra logging Change 3026491 on 2016/06/24 by Rolando.Caloca DR - Missed file Change 3026574 on 2016/06/24 by Rolando.Caloca DR - vk - Enabled fence reuse on 1.0.17.0 - Added more logging info Change 3026656 on 2016/06/24 by Frank.Fella Niagara - Prevent sequencer uobjects from being garbage collected. Change 3026657 on 2016/06/24 by Benjamin.Hyder Updating Rendertestmap to latest Change 3026723 on 2016/06/24 by Rolando.Caloca DR - Fix for ES3.1 RHIs Change 3026784 on 2016/06/24 by Martin.Mittring New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on) Change 3026866 on 2016/06/24 by Olaf.Piesche #jira OR-18363 #jira UE-27780 fix distortion in particle macro uvs [CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
// to support GetDynamicMeshElementRange()
for (int32 ViewIndex = 0; ViewIndex < ViewCount; ViewIndex++)
{
InViews[ViewIndex].DynamicMeshEndIndices[PrimitiveIndex] = Collector.GetMeshBatchCount(ViewIndex);
}
}
}
if (GIsEditor)
{
Collector.ClearViewMeshArrays();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3006483 on 2016/06/08 by Simon.Tovey Fix for UE-31653 Instance params from the Spawn, Required and TypeData modules were not being autopopulated. Change 3006514 on 2016/06/08 by Zabir.Hoque MIGRATING FIX @ Request Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction. #CodeReview: Marcus.Wassmer, Daniel.Wright Change 3006605 on 2016/06/08 by Rolando.Caloca DR - vk - Remove a bunch of unused code, clean up some todos Change 3006969 on 2016/06/08 by HaarmPieter.Duiker Add #ifdefs around inverse tonemapping to avoid performance hit in normal use Change 3007240 on 2016/06/09 by Chris.Bunner Made a pass at fixing global shader compile warnings and errors. Change 3007242 on 2016/06/09 by Chris.Bunner Don't force unlit mode when re-loading a map. #jira UE-31247 Change 3007243 on 2016/06/09 by Chris.Bunner Cache InvalidLightmapSettings material for instanced meshes. #jira UE-31182 Change 3007258 on 2016/06/09 by Chris.Bunner Fixed refractive depth bias material parameter. Change 3007466 on 2016/06/09 by Rolando.Caloca DR - Use vulkan debug marker extension directly from header Change 3007504 on 2016/06/09 by Martin.Mittring added refresh button to ImageVerifier Change 3007528 on 2016/06/09 by Martin.Mittring ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end make render more deterministic Change 3007551 on 2016/06/09 by Chris.Bunner Reverted constant type change in previous commit. Change 3007559 on 2016/06/09 by Martin.Mittring updated ImageValidator Change 3007584 on 2016/06/09 by Rolando.Caloca DR - Fix case when not running under RD Change 3007668 on 2016/06/09 by Rolando.Caloca DR - vk - Split layers/extensions by required/optional Change 3007820 on 2016/06/09 by Rolando.Caloca DR - Android compile fix Change 3007926 on 2016/06/09 by Martin.Mittring fixed UI scaling in ImageVerifyer Change 3007931 on 2016/06/09 by John.Billon -Fixed cutouts not working for certain sized texture/subUV size combinations. -Also fixed issue with subUV module not being postloaded consistently on startup. #Jira UE-31583 Change 3008023 on 2016/06/09 by Martin.Mittring refactor noise code in shaders Change 3008127 on 2016/06/09 by Zabir.Hoque Merging back hot fixes: 1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS. 2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself. Change 3008129 on 2016/06/09 by Daniel.Wright Disabled r.ProfileGPU.PrintAssetSummary by default due to spam Change 3008169 on 2016/06/09 by Rolando.Caloca DR - Fix mobile rendering not freeing resource when using RHI thread Change 3008429 on 2016/06/09 by Uriel.Doyon Enabled texture streaming new metrics. Added progress bar while texture streaming is being built. Added debug shader validation to prevent crashes when there are uniform expression set mismatches. Added texture streaming build to "Build All" Change 3008436 on 2016/06/09 by Uriel.Doyon Fixed shipping build Change 3008833 on 2016/06/10 by Rolando.Caloca DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications Submitted by Allar PR #1864 #jira UE-24545 Change 3008842 on 2016/06/10 by Rolando.Caloca DR - Remove vertex densities view mode Change 3008857 on 2016/06/10 by John.Billon Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching. Change 3008870 on 2016/06/10 by Rolando.Caloca DR - Rebuild hlslcc libs (missing from last merge) Change 3008925 on 2016/06/10 by John.Billon Fixed r.ScreenPercentage.Editor #Jira UE-31549 Change 3009028 on 2016/06/10 by Daniel.Wright Shadow depth refactor * Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame * This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading * The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed * A large amount of duplicated code to handle each shadow type has been combined * Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency * 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures Change 3009032 on 2016/06/10 by Daniel.Wright Fixed crash with simple forward shading in the material editor Change 3009178 on 2016/06/10 by Rolando.Caloca DR - Add support for multi callbacks on HlslParser, added a write to string callback Change 3009268 on 2016/06/10 by Daniel.Wright Warning fixes Change 3009416 on 2016/06/10 by Martin.Mittring moved decal rendering code in common spot for upcoming MeshDecal rendering Change 3009433 on 2016/06/10 by John.Billon Adding ensures for translucency lighting volume render target acesses. #Jira UE-31578 Change 3009449 on 2016/06/10 by Daniel.Wright Fixed whole scene point light shadow depths getting rendered redundantly Change 3009675 on 2016/06/10 by Martin.Mittring fixed Clang compiling Change 3009815 on 2016/06/10 by Martin.Mittring renamed IsUsedWithDeferredDecal to IsDeferredDecal to be more correct Change 3009946 on 2016/06/10 by Martin.Mittring minor optimization Change 3010270 on 2016/06/11 by HaarmPieter.Duiker Update gamut transformations used when dumping EXRs to account for bug UE-29935 Change 3011423 on 2016/06/13 by Martin.Mittring fixed default of bOutputsVelocityInBasePass #code_review:Rolando.Caloca #test:PC Change 3011448 on 2016/06/13 by Martin.Mittring minor engine code cleanup #code_review:Olaf.Piesche #test:PC Change 3011991 on 2016/06/13 by Daniel.Wright Fixed downsampled translucency crash in VR Change 3011993 on 2016/06/13 by Daniel.Wright Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely' Mobility tooltips now reflect whether a primitive component or light component is being inspected Change 3012096 on 2016/06/13 by Daniel.Wright Missing file from cl 3011993 Change 3012546 on 2016/06/14 by John.Billon Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled #Jira OR-23282 Change 3012706 on 2016/06/14 by John.Billon Renamed r.ContactShadows.Enable to r.ContactShadows Change 3012992 on 2016/06/14 by Rolando.Caloca DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled - Added support for CustomPresent Change 3013030 on 2016/06/14 by Rolando.Caloca DR - vk - Fix dev issue Change 3013423 on 2016/06/14 by Martin.Mittring removed code redundancy for easier upcoming changes #test:PC Change 3013451 on 2016/06/14 by Martin.Mittring removed no longer needed debug cvar #test:PC Change 3013643 on 2016/06/14 by Zabir.Hoque Fix API only being inlined in the cpp and not avaialble in the .h Change 3013696 on 2016/06/14 by Olaf.Piesche Adding missing quality level spawn rate scaling on GPU emitters Change 3013736 on 2016/06/14 by Daniel.Wright Cached shadowmaps for whole scene point and spot light shadows * Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights) * Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving * Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached * Cached shadowmaps are copied each frame and then movable primitive depths composited * Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap) * 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness) * 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights) Change 3014103 on 2016/06/15 by Daniel.Wright Compile fix Change 3014507 on 2016/06/15 by Simon.Tovey Resurrected Niagara playground and moved to Samples/NotForLicencees Change 3014931 on 2016/06/15 by Martin.Mittring moved r.RenderInternals code into renderer to be able to access more low level data #test:PC, paragon Change 3014933 on 2016/06/15 by Martin.Mittring nicer text Change 3014956 on 2016/06/15 by Daniel.Wright Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD) Change 3014985 on 2016/06/15 by Uriel.Doyon Enabled Texture Build shaders on Mac Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping. Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets #jira UE-30566 #jira UE-31098 Change 3014995 on 2016/06/15 by Rolando.Caloca DR - vk - Removed RHI thread wait on acquire image - Move Descriptor pool into context Change 3015002 on 2016/06/15 by Rolando.Caloca DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine Change 3015041 on 2016/06/15 by Martin.Mittring fixed ImageValidator crashing when using files that exist only in ref or test folder Change 3015309 on 2016/06/15 by Rolando.Caloca DR - vk - Enable fence re-use on SDKs >= 1.0.16.0 Change 3015356 on 2016/06/15 by Rolando.Caloca DR - vk - Prep for staging buffer refactor Change 3015430 on 2016/06/15 by Martin.Mittring minor optimization for subsurfacescatteringprofile Change 3016097 on 2016/06/16 by Simon.Tovey Enabling Niagara by default in the Niagara playground Change 3016098 on 2016/06/16 by Simon.Tovey Some misc fixup to get niagara working again Change 3016183 on 2016/06/16 by Rolando.Caloca DR - vk - Recreate buffer view for volatile buffers Change 3016225 on 2016/06/16 by Marcus.Wassmer Duplicate reflection fixes from 4.12 hotfixes. Change 3016289 on 2016/06/16 by Chris.Bunner Always gather MP_Normal definitions as they can be shared by other material properties. #jira UE-31792 Change 3016294 on 2016/06/16 by Daniel.Wright Fix for ensure accessing CVarCacheWPOPrimitives in game Change 3016305 on 2016/06/16 by Daniel.Wright Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been Change 3016330 on 2016/06/16 by Daniel.Wright Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light Stats for shadowmap memory used under 'stat shadowrendering' Change 3016506 on 2016/06/16 by Daniel.Wright Fixed crash building map in SunTemple due to null access Change 3016703 on 2016/06/16 by Uriel.Doyon Fixed warning due to floating point imprecision when building texture streaming Change 3016718 on 2016/06/16 by Daniel.Wright Volume lighting samples use adaptive sampling final gather * Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting) Change 3016871 on 2016/06/16 by Max.Chen Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation. Copy from Dev-Sequencer #jira UE-32093 Change 3017189 on 2016/06/16 by Zabir.Hoque Fix GBuffer format selection type-o. #CodeReview: Marcus.Wassmer Change 3017241 on 2016/06/16 by Martin.Mittring optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing #code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden Change 3017856 on 2016/06/17 by Rolando.Caloca DR - Missing GL enum Change 3017910 on 2016/06/17 by Ben.Woodhouse - Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates - Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24) #RB:Keli.Hloedversson,Martin.Mittring Change 3018126 on 2016/06/17 by Ben.Woodhouse Fix build warning on Mac #RB:David.Hill Change 3018167 on 2016/06/17 by Chris.Bunner Handle case when float4 is passed to TransformPosition material node. #jira UE-24980 Change 3018246 on 2016/06/17 by Benjamin.Hyder Submitting Preliminary ShadowRefactor TestMap Change 3018330 on 2016/06/17 by Benjamin.Hyder labeled ShadowRefactor map Change 3018377 on 2016/06/17 by Chris.Bunner Removed additional node creation when initializing a RotateAboutAxis node. #jira UE-8034 Change 3018433 on 2016/06/17 by Rolando.Caloca DR - Fix some clang warnings on Vulkan Change 3018664 on 2016/06/17 by Martin.Mittring unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812) #test:PC #code_review:Marcus.Wassmer,Brian.Karis Change 3019023 on 2016/06/19 by Benjamin.Hyder Re-Labeled ShadowRefactor map Change 3019024 on 2016/06/19 by Benjamin.Hyder Correcting Translucent Volume (Non-Directional) settings Change 3019026 on 2016/06/19 by Benjamin.Hyder Correcting Lighting ShadowRefactor map Change 3019414 on 2016/06/20 by Allan.Bentham Refactor mobile shadows Change 3019494 on 2016/06/20 by Gil.Gribb Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering) Change 3019504 on 2016/06/20 by John.Billon -Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk. -Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints. -Created a small common interface for blueprints and the editor itself to use for exporting. #Jira UE-31429 Change 3019561 on 2016/06/20 by Gil.Gribb UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager. Change 3019616 on 2016/06/20 by Rolando.Caloca DR - Replicate change in DevRendering to fix splotches on characters with morph targets Change: 3019599 O - Fix flickering on heroes with morph targets Change 3019627 on 2016/06/20 by Rolando.Caloca DR - Doh! Compile fix Change 3019674 on 2016/06/20 by Simon.Tovey Ripped out the quick hacky VM debugger I wrote a while back. Over complicated the VM and didn't do enough work to justify it. Will revisit debugging and profiling of VM scripts in future. Change 3019691 on 2016/06/20 by Ben.Woodhouse Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed. This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs). #RB:Martin.Mittring, Daniel.Wright Change 3019741 on 2016/06/20 by John.Billon Fixed compile error on mac. Change 3019984 on 2016/06/20 by Martin.Mittring minor optimization Change 3020172 on 2016/06/20 by Zachary.Wilson Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none Change 3020195 on 2016/06/20 by Zachary.Wilson Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none Change 3020196 on 2016/06/20 by Rolando.Caloca DR - Appease static analysis Change 3020231 on 2016/06/20 by Zachary.Wilson Making basic shapes consistent distance field resolution scale. #rb: none Change 3020468 on 2016/06/20 by David.Hill CameraWS UE-29146 Change 3020502 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee Camera for RenderOutputValidation Change 3020508 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee for RenderOutputValidation Change 3020514 on 2016/06/20 by Benjamin.Hyder Setting Autoplay for AutomationMatinee (sequence) Change 3020561 on 2016/06/20 by Daniel.Wright Removed outdated comment on uniform expression assert Change 3021268 on 2016/06/21 by Daniel.Wright Scaled sphere intersection for indirect capsule shadows * Fixes the discontinuity when capsule axis points close to the light direction * GPU cost is effectively the same (more expensive to compute, but tighter culling) Change 3021325 on 2016/06/21 by Daniel.Wright Split ShadowRendering.cpp into ShadowDepthRendering.cpp Change 3021355 on 2016/06/21 by Daniel.Wright Fixed RTDF shadows (broken by shadowmap caching) Change 3021444 on 2016/06/21 by Daniel.Wright Fixed crash due to Depth drawing policy not using the default material shader map properly Change 3021543 on 2016/06/21 by Daniel.Wright Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns Change 3021749 on 2016/06/21 by Daniel.Wright Moved RenderBasePass and dependencies into BasePassRendering.cpp Moved RenderPrePass and dependencies into DepthRendering.cpp Change 3021766 on 2016/06/21 by Benjamin.Hyder Adding 150dynamiclights level to Dev-Folder Change 3021971 on 2016/06/21 by Daniel.Wright Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation * TLM_SurfacePerPixelLighting now behaves like TLM_Surface Change 3022760 on 2016/06/22 by Chris.Bunner Merge fixup. Change 3022911 on 2016/06/22 by Rolando.Caloca DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders Change 3023037 on 2016/06/22 by Rolando.Caloca DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed Change 3023139 on 2016/06/22 by Daniel.Wright Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled Change 3023231 on 2016/06/22 by Daniel.Wright Only allowing opaque per-object shadows or CSM in the mobile renderer Change 3023415 on 2016/06/22 by Daniel.Wright Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target Change 3024888 on 2016/06/23 by Daniel.Wright Fixed preshadows being rendered redundantly with multiple lights Change 3025119 on 2016/06/23 by Martin.Mittring added MeshDecal content to RenderTest Change 3025122 on 2016/06/23 by Martin.Mittring enabled DBuffer for RenderTest Change 3025153 on 2016/06/23 by Marc.Olano Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10. Needed to use world space without shader offsets, not absolute world space. Change 3025180 on 2016/06/23 by Marc.Olano Use translated world space for particle centers. Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables. Change 3025265 on 2016/06/23 by David.Hill Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer #jira UE-26165 Change 3025269 on 2016/06/23 by Ryan.Brucks Adding new Testmap for Pixel Depth Offset velocities with Temporal AA Change 3025345 on 2016/06/23 by Benjamin.Hyder Submitting MeshDecal Content Change 3025444 on 2016/06/23 by Benjamin.Hyder updating content for MeshDecal Change 3025491 on 2016/06/23 by Benjamin.Hyder Updating DecalMesh Textures Change 3025802 on 2016/06/23 by Martin.Mittring added to readme Change 3026475 on 2016/06/24 by Rolando.Caloca DR - Show current state of r.RHIThread.Enable when not using param Change 3026479 on 2016/06/24 by Rolando.Caloca DR - Upgrade glslang to 1.0.17.0 Change 3026480 on 2016/06/24 by Rolando.Caloca DR - Vulkan headers to 1.0.17.0 Change 3026481 on 2016/06/24 by Rolando.Caloca DR - Vulkan wrapper for extra logging Change 3026491 on 2016/06/24 by Rolando.Caloca DR - Missed file Change 3026574 on 2016/06/24 by Rolando.Caloca DR - vk - Enabled fence reuse on 1.0.17.0 - Added more logging info Change 3026656 on 2016/06/24 by Frank.Fella Niagara - Prevent sequencer uobjects from being garbage collected. Change 3026657 on 2016/06/24 by Benjamin.Hyder Updating Rendertestmap to latest Change 3026723 on 2016/06/24 by Rolando.Caloca DR - Fix for ES3.1 RHIs Change 3026784 on 2016/06/24 by Martin.Mittring New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on) Change 3026866 on 2016/06/24 by Olaf.Piesche #jira OR-18363 #jira UE-27780 fix distortion in particle macro uvs [CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
for (int32 ViewIndex = 0; ViewIndex < ViewCount; ViewIndex++)
{
Collector.AddViewMeshArrays(&InViews[ViewIndex], &InViews[ViewIndex].DynamicEditorMeshElements, &InViews[ViewIndex].EditorSimpleElementCollector, InViewFamily.GetFeatureLevel());
}
for (int32 PrimitiveIndex = 0; PrimitiveIndex < NumPrimitives; ++PrimitiveIndex)
{
const uint8 ViewMask = HasDynamicEditorMeshElementsMasks[PrimitiveIndex];
if (ViewMask != 0)
{
FPrimitiveSceneInfo* PrimitiveSceneInfo = InScene->Primitives[PrimitiveIndex];
Collector.SetPrimitive(PrimitiveSceneInfo->Proxy, PrimitiveSceneInfo->DefaultDynamicHitProxyId);
PrimitiveSceneInfo->Proxy->GetDynamicMeshElements(InViewFamily.Views, InViewFamily, ViewMask, Collector);
}
}
}
MeshCollector.ProcessTasks();
}
static void MarkAllPrimitivesForReflectionProxyUpdate(FScene* Scene)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_MarkAllPrimitivesForReflectionProxyUpdate);
if (Scene->ReflectionSceneData.bRegisteredReflectionCapturesHasChanged)
{
// Mark all primitives as needing an update
// Note: Only visible primitives will actually update their reflection proxy
for (int32 PrimitiveIndex = 0; PrimitiveIndex < Scene->Primitives.Num(); PrimitiveIndex++)
{
Scene->Primitives[PrimitiveIndex]->bNeedsCachedReflectionCaptureUpdate = true;
}
Scene->ReflectionSceneData.bRegisteredReflectionCapturesHasChanged = false;
}
}
/**
* Helper for InitViews to detect large camera movement, in both angle and position.
*/
static bool IsLargeCameraMovement(FSceneView& View, const FMatrix& PrevViewMatrix, const FVector& PrevViewOrigin, float CameraRotationThreshold, float CameraTranslationThreshold)
{
float RotationThreshold = FMath::Cos(CameraRotationThreshold * PI / 180.0f);
float ViewRightAngle = View.ViewMatrices.ViewMatrix.GetColumn(0) | PrevViewMatrix.GetColumn(0);
float ViewUpAngle = View.ViewMatrices.ViewMatrix.GetColumn(1) | PrevViewMatrix.GetColumn(1);
float ViewDirectionAngle = View.ViewMatrices.ViewMatrix.GetColumn(2) | PrevViewMatrix.GetColumn(2);
FVector Distance = FVector(View.ViewMatrices.ViewOrigin) - PrevViewOrigin;
return
ViewRightAngle < RotationThreshold ||
ViewUpAngle < RotationThreshold ||
ViewDirectionAngle < RotationThreshold ||
Distance.SizeSquared() > CameraTranslationThreshold * CameraTranslationThreshold;
}
float Halton( int32 Index, int32 Base )
{
float Result = 0.0f;
float InvBase = 1.0f / Base;
float Fraction = InvBase;
while( Index > 0 )
{
Result += ( Index % Base ) * Fraction;
Index /= Base;
Fraction *= InvBase;
}
return Result;
}
void FSceneRenderer::PreVisibilityFrameSetup(FRHICommandListImmediate& RHICmdList)
{
// Notify the RHI we are beginning to render a scene.
RHICmdList.BeginScene();
// Notify the FX system that the scene is about to perform visibility checks.
if (Scene->FXSystem)
{
Scene->FXSystem->PreInitViews();
}
// Draw lines to lights affecting this mesh if its selected.
if (ViewFamily.EngineShowFlags.LightInfluences)
{
for (TArray<FPrimitiveSceneInfo*>::TConstIterator It(Scene->Primitives); It; ++It)
{
const FPrimitiveSceneInfo* PrimitiveSceneInfo = *It;
if (PrimitiveSceneInfo->Proxy->IsSelected())
{
FLightPrimitiveInteraction *LightList = PrimitiveSceneInfo->LightList;
while (LightList)
{
const FLightSceneInfo* LightSceneInfo = LightList->GetLight();
bool bDynamic = true;
bool bRelevant = false;
bool bLightMapped = true;
bool bShadowMapped = false;
PrimitiveSceneInfo->Proxy->GetLightRelevance(LightSceneInfo->Proxy, bDynamic, bRelevant, bLightMapped, bShadowMapped);
if (bRelevant)
{
// Draw blue for light-mapped lights and orange for dynamic lights
const FColor LineColor = bLightMapped ? FColor(0,140,255) : FColor(255,140,0);
for (int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
FViewElementPDI LightInfluencesPDI(&View,NULL);
LightInfluencesPDI.DrawLine(PrimitiveSceneInfo->Proxy->GetBounds().Origin, LightSceneInfo->Proxy->GetLightToWorld().GetOrigin(), LineColor, SDPG_World);
}
}
LightList = LightList->GetNextLight();
}
}
}
}
// Setup motion blur parameters (also check for camera movement thresholds)
for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
FSceneViewState* ViewState = View.ViewState;
// Once per render increment the occlusion frame counter.
if (ViewState)
{
ViewState->OcclusionFrameCounter++;
}
// HighResScreenshot should get best results so we don't do the occlusion optimization based on the former frame
extern bool GIsHighResScreenshot;
const bool bIsHitTesting = ViewFamily.EngineShowFlags.HitProxies;
if (GIsHighResScreenshot || !DoOcclusionQueries(FeatureLevel) || bIsHitTesting)
{
View.bDisableQuerySubmissions = true;
View.bIgnoreExistingQueries = true;
}
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
// set up the screen area for occlusion
float NumPossiblePixels = SceneContext.UseDownsizedOcclusionQueries() && IsValidRef(SceneContext.GetSmallDepthSurface()) ?
(float)View.ViewRect.Width() / SceneContext.GetSmallColorDepthDownsampleFactor() * (float)View.ViewRect.Height() / SceneContext.GetSmallColorDepthDownsampleFactor() :
View.ViewRect.Width() * View.ViewRect.Height();
View.OneOverNumPossiblePixels = NumPossiblePixels > 0.0 ? 1.0f / NumPossiblePixels : 0.0f;
// Still need no jitter to be set for temporal feedback on SSR (it is enabled even when temporal AA is off).
View.TemporalJitterPixelsX = 0.0f;
View.TemporalJitterPixelsY = 0.0f;
if (ViewState)
{
ViewState->SetupDistanceFieldTemporalOffset(ViewFamily);
}
if( View.FinalPostProcessSettings.AntiAliasingMethod == AAM_TemporalAA && ViewState )
{
// Subpixel jitter for temporal AA
int32 TemporalAASamples = CVarTemporalAASamples.GetValueOnRenderThread();
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Rendering @ 2943238) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2932679 on 2016/04/04 by Martin.Mittring remove hack/cvar that is not longer needed as we fixed the bug #rb:Bob.Tellez #code_review:Bob.Tellez Change 2932681 on 2016/04/04 by Martin.Mittring fixed cvars in consolevariables.ini can affect engine even if marked with cheat (no longer load consolevariables.ini in shipping and test), unified 3 code path, added testcase, cvars with cheat in ini file other than consolevariables.ini now trigger ensure, =on/off/true/false/.. works in all ini files, added enure if non scalability setting are used in ScalabilityIni (get now ignored) #rb:David.Hill #code_review:Marcus.Wassmer, Michael.Noland Change 2932719 on 2016/04/04 by Marcus.Wassmer Merge 3 band SH back to DevRendering #rb Daniel.Wright Change 2932760 on 2016/04/04 by Zabir.Hoque Migrating high resolution cubemaps for skylight and reflection probes. #rb: Daniel.Wright Change 2933121 on 2016/04/05 by Rolando.Caloca DR - vk - Fix free blocks not getting joined - Fix compile issue Change 2933122 on 2016/04/05 by Rolando.Caloca DR - Do not shorten dumped shaders path Change 2933126 on 2016/04/05 by Rolando.Caloca DR - vk - Index Buffers using new resource management Change 2933127 on 2016/04/05 by Rolando.Caloca DR - vk - Extract multibuffer off index buffer Change 2933131 on 2016/04/05 by Rolando.Caloca DR - vk - Transition to vb's using mutlibuffer Change 2933136 on 2016/04/05 by Rolando.Caloca DR - vk - Change staging buffers to use resource allocation system - Fix free block not getting joined - Remove define Change 2933140 on 2016/04/05 by Rolando.Caloca DR - vk - 'static' textures now use resource mgmt - Release free pages back to the OS - Remove ensure Change 2933152 on 2016/04/05 by Rolando.Caloca DR - vk - Fix aliasing granularity - Fix renderpass end/copy buffer ensure Change 2933155 on 2016/04/05 by Rolando.Caloca DR - SCW - Fix for -directcompile to directly load file for preprocessor Change 2933158 on 2016/04/05 by Rolando.Caloca DR - hlslcc - Error on Metal if trying to R & W on RWTextures - Fix indices on RW reads to be unsigned #codereview Mark.Satterthwaite, Michael.Trepka Change 2933169 on 2016/04/05 by Rolando.Caloca DR - vk - Move header to public to match changes on DevMobile Change 2933173 on 2016/04/05 by David.Hill Deferred decal rendering with negative scale #rb:Matrin.Mittring #jira:UE-27389 Change 2933273 on 2016/04/05 by Rolando.Caloca DR - vk - Fix renderdoc markers Change 2933274 on 2016/04/05 by Rolando.Caloca DR - Support for -AttachDebugger Change 2933316 on 2016/04/05 by Rolando.Caloca DR - vk - Compile fix whene enabling define Change 2933334 on 2016/04/05 by Rolando.Caloca DR - Compile fix #codereview Martin.Mittring Change 2933805 on 2016/04/05 by Brian.Karis Temporal AA dynamic antighosting. Fixed DOF Change 2933811 on 2016/04/05 by Brian.Karis Fixed area light NaNs. Improvements to area lights. Horizen handling for wrap around. Change 2933812 on 2016/04/05 by Brian.Karis Fixed fresnel on SSS skin. Change 2933813 on 2016/04/05 by Brian.Karis Tessellation fix Change 2933816 on 2016/04/05 by Brian.Karis Improved forward shading support [CL 2943241 by Gil Gribb in Main branch]
2016-04-13 21:24:38 -04:00
if( TemporalAASamples > 1 && View.bAllowTemporalJitter )
{
float SampleX, SampleY;
if (Scene->GetFeatureLevel() < ERHIFeatureLevel::SM4)
{
// Only support 2 samples for mobile temporal AA.
TemporalAASamples = 2;
}
if( TemporalAASamples == 2 )
{
#if 0
// 2xMSAA
// Pattern docs: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476218(v=vs.85).aspx
// N.
// .S
float SamplesX[] = { -4.0f/16.0f, 4.0/16.0f };
float SamplesY[] = { -4.0f/16.0f, 4.0/16.0f };
#else
// This pattern is only used for mobile.
// Shift to reduce blur.
float SamplesX[] = { -8.0f/16.0f, 0.0/16.0f };
float SamplesY[] = { /* - */ 0.0f/16.0f, 8.0/16.0f };
#endif
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3006421) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2998081 on 2016/06/02 by Rolando.Caloca DR - Update vulkan headers to 1.0.13.0 Change 2998087 on 2016/06/02 by Rolando.Caloca DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode Change 2998092 on 2016/06/02 by Rolando.Caloca DR - Updated ThirdParty/glslang to 1.0.13.0 Change 2998113 on 2016/06/02 by Martin.Mittring Added -Deterministic and -BuildName=... as command line option for Screenshot verification Change 2998115 on 2016/06/02 by Martin.Mittring optimied Tonemapper sharpen 25->17 instructions fixes: very bright HDR pixel appeared to not be antialiased no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen) moved one multipy into C++ Added debug visualization (HLSL define) Change 2998132 on 2016/06/02 by Rolando.Caloca DR - Remove auto from VulkanRHI wherever possible Change 2998148 on 2016/06/02 by Rolando.Caloca DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes Change 2998180 on 2016/06/02 by Rolando.Caloca DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0 - Check we are not asking for a VkFormat out of bounds (ie only works with core formats) Change 2998293 on 2016/06/02 by Rolando.Caloca DR - Add support for BC6H & BC7 in desktop Vulkan Change 2998419 on 2016/06/02 by Brian.Karis Optimized CountBits Change 2998480 on 2016/06/02 by Rolando.Caloca DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list) Change 2998486 on 2016/06/02 by Martin.Mittring fixed ES2 shader compile Change 2998527 on 2016/06/02 by Daniel.Wright Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled. This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled). Change 2998531 on 2016/06/02 by Daniel.Wright Fixed Pixel Normal Offset refraction mode with materials using world space normals Change 2998568 on 2016/06/02 by Rolando.Caloca DR - Fix typo Change 2998630 on 2016/06/02 by Rolando.Caloca DR - Relaxed glslang strictness to get Pos tCombineLUTs working - Reenabled Post CombineLUTs on Vulkan - Removed some extra glsl output from Vulkan backend - Fixed RHI thread uniform buffer assert Change 2998639 on 2016/06/02 by Brian.Karis Fix for crash when removing instances while lighting is building Change 2998640 on 2016/06/02 by Martin.Mittring added r.ResetViewState to allow for more deterministic rendering made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker) Change 2998790 on 2016/06/02 by Martin.Mittring minor optimization to SSR Change 2999849 on 2016/06/03 by Martin.Mittring fixed issue with sort order Change 3000340 on 2016/06/03 by Rolando.Caloca DR - Integrate change from 3000177 Workaround for random crash shutting down D3D11/NV driver jira UE-18906 Change 3000422 on 2016/06/03 by Rolando.Caloca DR - Mirror change in Odin Change 3000571 on 2016/06/03 by Rolando.Caloca DR - Vulkan SM4 prep Change 3001652 on 2016/06/06 by Gil.Gribb Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering) Change 3001935 on 2016/06/06 by Gil.Gribb UE4 - Fixed botched merge Change 3002390 on 2016/06/06 by Gil.Gribb UE4 - Added code to prevent flooding of rendering thread with heartbeats. Change 3002442 on 2016/06/06 by Martin.Mittring Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough Change 3002460 on 2016/06/06 by Martin.Mittring fixed missing file in ImageValidator added .exe to extras Change 3002514 on 2016/06/06 by Martin.Mittring added OpenSubDiv 3.0.2, not yet used Change 3002536 on 2016/06/06 by Martin.Mittring fixed help text on cvar Change 3002647 on 2016/06/06 by Martin.Mittring adding r.ResetViewState to RenderOutputValidation added r.Streaming.FramesForFullUpdate to r.DisplayInternals #code_review:Benjamin.Hyder Change 3002945 on 2016/06/06 by Rolando.Caloca DR - Fix hlslcc issue with access to matrix elements: This would fail: M._m30 += f; - Fixed IRDump for matrix swizzled - Fix hlslcc_exe not linking Change 3002979 on 2016/06/06 by John.Billon DDS unsupported format error #Jira UE-24529 Change 3002983 on 2016/06/06 by Martin.Mittring split FPixelShaderInOut in in and out Change 3003011 on 2016/06/06 by Martin.Mittring updated OpenSubDiv to 3.0.2 Fixed SubDivisonRendring by using OpenSubDiv Change 3003264 on 2016/06/06 by Daniel.Wright Fixed bUseSingleSampleShadowFromStationaryLights on particles Change 3003296 on 2016/06/06 by Daniel.Wright Renamed files Forward* to Mobile* Change 3003350 on 2016/06/06 by Daniel.Wright Improved "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported. Change 3003815 on 2016/06/07 by Chris.Bunner Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing. Removed compiler override cvar. #jira UE-28574 Change 3003827 on 2016/06/07 by Gil.Gribb UE4 - Increased stack sizes for thread pools. Change 3003971 on 2016/06/07 by Martin.Mittring fixed compiler warnings Change 3004028 on 2016/06/07 by Rolando.Caloca DR - Update glslang exe Change 3004555 on 2016/06/07 by Rolando.Caloca DR - vk - Fix validation warning Change 3004637 on 2016/06/07 by Martin.Mittring fixed compiler warning Change 3004841 on 2016/06/07 by Daniel.Wright Fix for shadowed variable Change 3005044 on 2016/06/07 by Daniel.Wright SubUV Animations can get opacity information from any channel of the source texture Change 3005057 on 2016/06/07 by Daniel.Wright Renamed ForwardShading* to Mobile* Change 3005135 on 2016/06/07 by Uriel.Doyon Moving wanted mip computation (according to budget) to async task. Update "stat streaming" to show visible mips and also loading progression. Fixed overly wanted mip issue cause be max range clamping. Optimized cost of the texture streamer on the gamethread. Character, Terrain and Forced Load are now loaded with priority in the AsyncIO Reduced streaming temp memory requirements on PS4. Async streaming task now runs in parallel to the incremental update. Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming. Fixed metrics with HiddenScale being applied in addition to overbudget limitation. Improved budget stability when using split load request (one for visible mips + one for hidden mips) Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5) Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function. Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData). Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects. Change 3005207 on 2016/06/07 by Uriel.Doyon Fixed warning [CL 3006426 by Gil Gribb in Main branch]
2016-06-08 16:02:23 -04:00
ViewState->OnFrameRenderingSetup(ARRAY_COUNT(SamplesX), ViewFamily);
uint32 Index = ViewState->GetCurrentTemporalAASampleIndex();
SampleX = SamplesX[ Index ];
SampleY = SamplesY[ Index ];
}
else if( TemporalAASamples == 3 )
{
// 3xMSAA
// A..
// ..B
// .C.
// Rolling circle pattern (A,B,C).
float SamplesX[] = { -2.0f/3.0f, 2.0/3.0f, 0.0/3.0f };
float SamplesY[] = { -2.0f/3.0f, 0.0/3.0f, 2.0/3.0f };
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3006421) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2998081 on 2016/06/02 by Rolando.Caloca DR - Update vulkan headers to 1.0.13.0 Change 2998087 on 2016/06/02 by Rolando.Caloca DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode Change 2998092 on 2016/06/02 by Rolando.Caloca DR - Updated ThirdParty/glslang to 1.0.13.0 Change 2998113 on 2016/06/02 by Martin.Mittring Added -Deterministic and -BuildName=... as command line option for Screenshot verification Change 2998115 on 2016/06/02 by Martin.Mittring optimied Tonemapper sharpen 25->17 instructions fixes: very bright HDR pixel appeared to not be antialiased no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen) moved one multipy into C++ Added debug visualization (HLSL define) Change 2998132 on 2016/06/02 by Rolando.Caloca DR - Remove auto from VulkanRHI wherever possible Change 2998148 on 2016/06/02 by Rolando.Caloca DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes Change 2998180 on 2016/06/02 by Rolando.Caloca DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0 - Check we are not asking for a VkFormat out of bounds (ie only works with core formats) Change 2998293 on 2016/06/02 by Rolando.Caloca DR - Add support for BC6H & BC7 in desktop Vulkan Change 2998419 on 2016/06/02 by Brian.Karis Optimized CountBits Change 2998480 on 2016/06/02 by Rolando.Caloca DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list) Change 2998486 on 2016/06/02 by Martin.Mittring fixed ES2 shader compile Change 2998527 on 2016/06/02 by Daniel.Wright Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled. This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled). Change 2998531 on 2016/06/02 by Daniel.Wright Fixed Pixel Normal Offset refraction mode with materials using world space normals Change 2998568 on 2016/06/02 by Rolando.Caloca DR - Fix typo Change 2998630 on 2016/06/02 by Rolando.Caloca DR - Relaxed glslang strictness to get Pos tCombineLUTs working - Reenabled Post CombineLUTs on Vulkan - Removed some extra glsl output from Vulkan backend - Fixed RHI thread uniform buffer assert Change 2998639 on 2016/06/02 by Brian.Karis Fix for crash when removing instances while lighting is building Change 2998640 on 2016/06/02 by Martin.Mittring added r.ResetViewState to allow for more deterministic rendering made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker) Change 2998790 on 2016/06/02 by Martin.Mittring minor optimization to SSR Change 2999849 on 2016/06/03 by Martin.Mittring fixed issue with sort order Change 3000340 on 2016/06/03 by Rolando.Caloca DR - Integrate change from 3000177 Workaround for random crash shutting down D3D11/NV driver jira UE-18906 Change 3000422 on 2016/06/03 by Rolando.Caloca DR - Mirror change in Odin Change 3000571 on 2016/06/03 by Rolando.Caloca DR - Vulkan SM4 prep Change 3001652 on 2016/06/06 by Gil.Gribb Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering) Change 3001935 on 2016/06/06 by Gil.Gribb UE4 - Fixed botched merge Change 3002390 on 2016/06/06 by Gil.Gribb UE4 - Added code to prevent flooding of rendering thread with heartbeats. Change 3002442 on 2016/06/06 by Martin.Mittring Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough Change 3002460 on 2016/06/06 by Martin.Mittring fixed missing file in ImageValidator added .exe to extras Change 3002514 on 2016/06/06 by Martin.Mittring added OpenSubDiv 3.0.2, not yet used Change 3002536 on 2016/06/06 by Martin.Mittring fixed help text on cvar Change 3002647 on 2016/06/06 by Martin.Mittring adding r.ResetViewState to RenderOutputValidation added r.Streaming.FramesForFullUpdate to r.DisplayInternals #code_review:Benjamin.Hyder Change 3002945 on 2016/06/06 by Rolando.Caloca DR - Fix hlslcc issue with access to matrix elements: This would fail: M._m30 += f; - Fixed IRDump for matrix swizzled - Fix hlslcc_exe not linking Change 3002979 on 2016/06/06 by John.Billon DDS unsupported format error #Jira UE-24529 Change 3002983 on 2016/06/06 by Martin.Mittring split FPixelShaderInOut in in and out Change 3003011 on 2016/06/06 by Martin.Mittring updated OpenSubDiv to 3.0.2 Fixed SubDivisonRendring by using OpenSubDiv Change 3003264 on 2016/06/06 by Daniel.Wright Fixed bUseSingleSampleShadowFromStationaryLights on particles Change 3003296 on 2016/06/06 by Daniel.Wright Renamed files Forward* to Mobile* Change 3003350 on 2016/06/06 by Daniel.Wright Improved "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported. Change 3003815 on 2016/06/07 by Chris.Bunner Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing. Removed compiler override cvar. #jira UE-28574 Change 3003827 on 2016/06/07 by Gil.Gribb UE4 - Increased stack sizes for thread pools. Change 3003971 on 2016/06/07 by Martin.Mittring fixed compiler warnings Change 3004028 on 2016/06/07 by Rolando.Caloca DR - Update glslang exe Change 3004555 on 2016/06/07 by Rolando.Caloca DR - vk - Fix validation warning Change 3004637 on 2016/06/07 by Martin.Mittring fixed compiler warning Change 3004841 on 2016/06/07 by Daniel.Wright Fix for shadowed variable Change 3005044 on 2016/06/07 by Daniel.Wright SubUV Animations can get opacity information from any channel of the source texture Change 3005057 on 2016/06/07 by Daniel.Wright Renamed ForwardShading* to Mobile* Change 3005135 on 2016/06/07 by Uriel.Doyon Moving wanted mip computation (according to budget) to async task. Update "stat streaming" to show visible mips and also loading progression. Fixed overly wanted mip issue cause be max range clamping. Optimized cost of the texture streamer on the gamethread. Character, Terrain and Forced Load are now loaded with priority in the AsyncIO Reduced streaming temp memory requirements on PS4. Async streaming task now runs in parallel to the incremental update. Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming. Fixed metrics with HiddenScale being applied in addition to overbudget limitation. Improved budget stability when using split load request (one for visible mips + one for hidden mips) Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5) Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function. Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData). Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects. Change 3005207 on 2016/06/07 by Uriel.Doyon Fixed warning [CL 3006426 by Gil Gribb in Main branch]
2016-06-08 16:02:23 -04:00
ViewState->OnFrameRenderingSetup(ARRAY_COUNT(SamplesX), ViewFamily);
uint32 Index = ViewState->GetCurrentTemporalAASampleIndex();
SampleX = SamplesX[ Index ];
SampleY = SamplesY[ Index ];
}
else if( TemporalAASamples == 4 )
{
// 4xMSAA
// Pattern docs: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476218(v=vs.85).aspx
// .N..
// ...E
// W...
// ..S.
// Rolling circle pattern (N,E,S,W).
float SamplesX[] = { -2.0f/16.0f, 6.0/16.0f, 2.0/16.0f, -6.0/16.0f };
float SamplesY[] = { -6.0f/16.0f, -2.0/16.0f, 6.0/16.0f, 2.0/16.0f };
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3006421) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2998081 on 2016/06/02 by Rolando.Caloca DR - Update vulkan headers to 1.0.13.0 Change 2998087 on 2016/06/02 by Rolando.Caloca DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode Change 2998092 on 2016/06/02 by Rolando.Caloca DR - Updated ThirdParty/glslang to 1.0.13.0 Change 2998113 on 2016/06/02 by Martin.Mittring Added -Deterministic and -BuildName=... as command line option for Screenshot verification Change 2998115 on 2016/06/02 by Martin.Mittring optimied Tonemapper sharpen 25->17 instructions fixes: very bright HDR pixel appeared to not be antialiased no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen) moved one multipy into C++ Added debug visualization (HLSL define) Change 2998132 on 2016/06/02 by Rolando.Caloca DR - Remove auto from VulkanRHI wherever possible Change 2998148 on 2016/06/02 by Rolando.Caloca DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes Change 2998180 on 2016/06/02 by Rolando.Caloca DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0 - Check we are not asking for a VkFormat out of bounds (ie only works with core formats) Change 2998293 on 2016/06/02 by Rolando.Caloca DR - Add support for BC6H & BC7 in desktop Vulkan Change 2998419 on 2016/06/02 by Brian.Karis Optimized CountBits Change 2998480 on 2016/06/02 by Rolando.Caloca DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list) Change 2998486 on 2016/06/02 by Martin.Mittring fixed ES2 shader compile Change 2998527 on 2016/06/02 by Daniel.Wright Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled. This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled). Change 2998531 on 2016/06/02 by Daniel.Wright Fixed Pixel Normal Offset refraction mode with materials using world space normals Change 2998568 on 2016/06/02 by Rolando.Caloca DR - Fix typo Change 2998630 on 2016/06/02 by Rolando.Caloca DR - Relaxed glslang strictness to get Pos tCombineLUTs working - Reenabled Post CombineLUTs on Vulkan - Removed some extra glsl output from Vulkan backend - Fixed RHI thread uniform buffer assert Change 2998639 on 2016/06/02 by Brian.Karis Fix for crash when removing instances while lighting is building Change 2998640 on 2016/06/02 by Martin.Mittring added r.ResetViewState to allow for more deterministic rendering made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker) Change 2998790 on 2016/06/02 by Martin.Mittring minor optimization to SSR Change 2999849 on 2016/06/03 by Martin.Mittring fixed issue with sort order Change 3000340 on 2016/06/03 by Rolando.Caloca DR - Integrate change from 3000177 Workaround for random crash shutting down D3D11/NV driver jira UE-18906 Change 3000422 on 2016/06/03 by Rolando.Caloca DR - Mirror change in Odin Change 3000571 on 2016/06/03 by Rolando.Caloca DR - Vulkan SM4 prep Change 3001652 on 2016/06/06 by Gil.Gribb Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering) Change 3001935 on 2016/06/06 by Gil.Gribb UE4 - Fixed botched merge Change 3002390 on 2016/06/06 by Gil.Gribb UE4 - Added code to prevent flooding of rendering thread with heartbeats. Change 3002442 on 2016/06/06 by Martin.Mittring Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough Change 3002460 on 2016/06/06 by Martin.Mittring fixed missing file in ImageValidator added .exe to extras Change 3002514 on 2016/06/06 by Martin.Mittring added OpenSubDiv 3.0.2, not yet used Change 3002536 on 2016/06/06 by Martin.Mittring fixed help text on cvar Change 3002647 on 2016/06/06 by Martin.Mittring adding r.ResetViewState to RenderOutputValidation added r.Streaming.FramesForFullUpdate to r.DisplayInternals #code_review:Benjamin.Hyder Change 3002945 on 2016/06/06 by Rolando.Caloca DR - Fix hlslcc issue with access to matrix elements: This would fail: M._m30 += f; - Fixed IRDump for matrix swizzled - Fix hlslcc_exe not linking Change 3002979 on 2016/06/06 by John.Billon DDS unsupported format error #Jira UE-24529 Change 3002983 on 2016/06/06 by Martin.Mittring split FPixelShaderInOut in in and out Change 3003011 on 2016/06/06 by Martin.Mittring updated OpenSubDiv to 3.0.2 Fixed SubDivisonRendring by using OpenSubDiv Change 3003264 on 2016/06/06 by Daniel.Wright Fixed bUseSingleSampleShadowFromStationaryLights on particles Change 3003296 on 2016/06/06 by Daniel.Wright Renamed files Forward* to Mobile* Change 3003350 on 2016/06/06 by Daniel.Wright Improved "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported. Change 3003815 on 2016/06/07 by Chris.Bunner Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing. Removed compiler override cvar. #jira UE-28574 Change 3003827 on 2016/06/07 by Gil.Gribb UE4 - Increased stack sizes for thread pools. Change 3003971 on 2016/06/07 by Martin.Mittring fixed compiler warnings Change 3004028 on 2016/06/07 by Rolando.Caloca DR - Update glslang exe Change 3004555 on 2016/06/07 by Rolando.Caloca DR - vk - Fix validation warning Change 3004637 on 2016/06/07 by Martin.Mittring fixed compiler warning Change 3004841 on 2016/06/07 by Daniel.Wright Fix for shadowed variable Change 3005044 on 2016/06/07 by Daniel.Wright SubUV Animations can get opacity information from any channel of the source texture Change 3005057 on 2016/06/07 by Daniel.Wright Renamed ForwardShading* to Mobile* Change 3005135 on 2016/06/07 by Uriel.Doyon Moving wanted mip computation (according to budget) to async task. Update "stat streaming" to show visible mips and also loading progression. Fixed overly wanted mip issue cause be max range clamping. Optimized cost of the texture streamer on the gamethread. Character, Terrain and Forced Load are now loaded with priority in the AsyncIO Reduced streaming temp memory requirements on PS4. Async streaming task now runs in parallel to the incremental update. Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming. Fixed metrics with HiddenScale being applied in addition to overbudget limitation. Improved budget stability when using split load request (one for visible mips + one for hidden mips) Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5) Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function. Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData). Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects. Change 3005207 on 2016/06/07 by Uriel.Doyon Fixed warning [CL 3006426 by Gil Gribb in Main branch]
2016-06-08 16:02:23 -04:00
ViewState->OnFrameRenderingSetup(ARRAY_COUNT(SamplesX), ViewFamily);
uint32 Index = ViewState->GetCurrentTemporalAASampleIndex();
SampleX = SamplesX[ Index ];
SampleY = SamplesY[ Index ];
}
else if( TemporalAASamples == 5 )
{
// Compressed 4 sample pattern on same vertical and horizontal line (less temporal flicker).
// Compressed 1/2 works better than correct 2/3 (reduced temporal flicker).
// . N .
// W . E
// . S .
// Rolling circle pattern (N,E,S,W).
float SamplesX[] = { 0.0f/2.0f, 1.0/2.0f, 0.0/2.0f, -1.0/2.0f };
float SamplesY[] = { -1.0f/2.0f, 0.0/2.0f, 1.0/2.0f, 0.0/2.0f };
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3006421) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2998081 on 2016/06/02 by Rolando.Caloca DR - Update vulkan headers to 1.0.13.0 Change 2998087 on 2016/06/02 by Rolando.Caloca DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode Change 2998092 on 2016/06/02 by Rolando.Caloca DR - Updated ThirdParty/glslang to 1.0.13.0 Change 2998113 on 2016/06/02 by Martin.Mittring Added -Deterministic and -BuildName=... as command line option for Screenshot verification Change 2998115 on 2016/06/02 by Martin.Mittring optimied Tonemapper sharpen 25->17 instructions fixes: very bright HDR pixel appeared to not be antialiased no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen) moved one multipy into C++ Added debug visualization (HLSL define) Change 2998132 on 2016/06/02 by Rolando.Caloca DR - Remove auto from VulkanRHI wherever possible Change 2998148 on 2016/06/02 by Rolando.Caloca DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes Change 2998180 on 2016/06/02 by Rolando.Caloca DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0 - Check we are not asking for a VkFormat out of bounds (ie only works with core formats) Change 2998293 on 2016/06/02 by Rolando.Caloca DR - Add support for BC6H & BC7 in desktop Vulkan Change 2998419 on 2016/06/02 by Brian.Karis Optimized CountBits Change 2998480 on 2016/06/02 by Rolando.Caloca DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list) Change 2998486 on 2016/06/02 by Martin.Mittring fixed ES2 shader compile Change 2998527 on 2016/06/02 by Daniel.Wright Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled. This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled). Change 2998531 on 2016/06/02 by Daniel.Wright Fixed Pixel Normal Offset refraction mode with materials using world space normals Change 2998568 on 2016/06/02 by Rolando.Caloca DR - Fix typo Change 2998630 on 2016/06/02 by Rolando.Caloca DR - Relaxed glslang strictness to get Pos tCombineLUTs working - Reenabled Post CombineLUTs on Vulkan - Removed some extra glsl output from Vulkan backend - Fixed RHI thread uniform buffer assert Change 2998639 on 2016/06/02 by Brian.Karis Fix for crash when removing instances while lighting is building Change 2998640 on 2016/06/02 by Martin.Mittring added r.ResetViewState to allow for more deterministic rendering made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker) Change 2998790 on 2016/06/02 by Martin.Mittring minor optimization to SSR Change 2999849 on 2016/06/03 by Martin.Mittring fixed issue with sort order Change 3000340 on 2016/06/03 by Rolando.Caloca DR - Integrate change from 3000177 Workaround for random crash shutting down D3D11/NV driver jira UE-18906 Change 3000422 on 2016/06/03 by Rolando.Caloca DR - Mirror change in Odin Change 3000571 on 2016/06/03 by Rolando.Caloca DR - Vulkan SM4 prep Change 3001652 on 2016/06/06 by Gil.Gribb Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering) Change 3001935 on 2016/06/06 by Gil.Gribb UE4 - Fixed botched merge Change 3002390 on 2016/06/06 by Gil.Gribb UE4 - Added code to prevent flooding of rendering thread with heartbeats. Change 3002442 on 2016/06/06 by Martin.Mittring Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough Change 3002460 on 2016/06/06 by Martin.Mittring fixed missing file in ImageValidator added .exe to extras Change 3002514 on 2016/06/06 by Martin.Mittring added OpenSubDiv 3.0.2, not yet used Change 3002536 on 2016/06/06 by Martin.Mittring fixed help text on cvar Change 3002647 on 2016/06/06 by Martin.Mittring adding r.ResetViewState to RenderOutputValidation added r.Streaming.FramesForFullUpdate to r.DisplayInternals #code_review:Benjamin.Hyder Change 3002945 on 2016/06/06 by Rolando.Caloca DR - Fix hlslcc issue with access to matrix elements: This would fail: M._m30 += f; - Fixed IRDump for matrix swizzled - Fix hlslcc_exe not linking Change 3002979 on 2016/06/06 by John.Billon DDS unsupported format error #Jira UE-24529 Change 3002983 on 2016/06/06 by Martin.Mittring split FPixelShaderInOut in in and out Change 3003011 on 2016/06/06 by Martin.Mittring updated OpenSubDiv to 3.0.2 Fixed SubDivisonRendring by using OpenSubDiv Change 3003264 on 2016/06/06 by Daniel.Wright Fixed bUseSingleSampleShadowFromStationaryLights on particles Change 3003296 on 2016/06/06 by Daniel.Wright Renamed files Forward* to Mobile* Change 3003350 on 2016/06/06 by Daniel.Wright Improved "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported. Change 3003815 on 2016/06/07 by Chris.Bunner Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing. Removed compiler override cvar. #jira UE-28574 Change 3003827 on 2016/06/07 by Gil.Gribb UE4 - Increased stack sizes for thread pools. Change 3003971 on 2016/06/07 by Martin.Mittring fixed compiler warnings Change 3004028 on 2016/06/07 by Rolando.Caloca DR - Update glslang exe Change 3004555 on 2016/06/07 by Rolando.Caloca DR - vk - Fix validation warning Change 3004637 on 2016/06/07 by Martin.Mittring fixed compiler warning Change 3004841 on 2016/06/07 by Daniel.Wright Fix for shadowed variable Change 3005044 on 2016/06/07 by Daniel.Wright SubUV Animations can get opacity information from any channel of the source texture Change 3005057 on 2016/06/07 by Daniel.Wright Renamed ForwardShading* to Mobile* Change 3005135 on 2016/06/07 by Uriel.Doyon Moving wanted mip computation (according to budget) to async task. Update "stat streaming" to show visible mips and also loading progression. Fixed overly wanted mip issue cause be max range clamping. Optimized cost of the texture streamer on the gamethread. Character, Terrain and Forced Load are now loaded with priority in the AsyncIO Reduced streaming temp memory requirements on PS4. Async streaming task now runs in parallel to the incremental update. Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming. Fixed metrics with HiddenScale being applied in addition to overbudget limitation. Improved budget stability when using split load request (one for visible mips + one for hidden mips) Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5) Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function. Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData). Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects. Change 3005207 on 2016/06/07 by Uriel.Doyon Fixed warning [CL 3006426 by Gil Gribb in Main branch]
2016-06-08 16:02:23 -04:00
ViewState->OnFrameRenderingSetup(ARRAY_COUNT(SamplesX), ViewFamily);
uint32 Index = ViewState->GetCurrentTemporalAASampleIndex();
SampleX = SamplesX[ Index ];
SampleY = SamplesY[ Index ];
}
else
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
static auto CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.TemporalAASharpness"));
float Scale = ( 2.0f - CVar->GetFloat() ) * 0.3f;
// More than 8 samples can improve quality.
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3006421) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2998081 on 2016/06/02 by Rolando.Caloca DR - Update vulkan headers to 1.0.13.0 Change 2998087 on 2016/06/02 by Rolando.Caloca DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode Change 2998092 on 2016/06/02 by Rolando.Caloca DR - Updated ThirdParty/glslang to 1.0.13.0 Change 2998113 on 2016/06/02 by Martin.Mittring Added -Deterministic and -BuildName=... as command line option for Screenshot verification Change 2998115 on 2016/06/02 by Martin.Mittring optimied Tonemapper sharpen 25->17 instructions fixes: very bright HDR pixel appeared to not be antialiased no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen) moved one multipy into C++ Added debug visualization (HLSL define) Change 2998132 on 2016/06/02 by Rolando.Caloca DR - Remove auto from VulkanRHI wherever possible Change 2998148 on 2016/06/02 by Rolando.Caloca DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes Change 2998180 on 2016/06/02 by Rolando.Caloca DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0 - Check we are not asking for a VkFormat out of bounds (ie only works with core formats) Change 2998293 on 2016/06/02 by Rolando.Caloca DR - Add support for BC6H & BC7 in desktop Vulkan Change 2998419 on 2016/06/02 by Brian.Karis Optimized CountBits Change 2998480 on 2016/06/02 by Rolando.Caloca DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list) Change 2998486 on 2016/06/02 by Martin.Mittring fixed ES2 shader compile Change 2998527 on 2016/06/02 by Daniel.Wright Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled. This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled). Change 2998531 on 2016/06/02 by Daniel.Wright Fixed Pixel Normal Offset refraction mode with materials using world space normals Change 2998568 on 2016/06/02 by Rolando.Caloca DR - Fix typo Change 2998630 on 2016/06/02 by Rolando.Caloca DR - Relaxed glslang strictness to get Pos tCombineLUTs working - Reenabled Post CombineLUTs on Vulkan - Removed some extra glsl output from Vulkan backend - Fixed RHI thread uniform buffer assert Change 2998639 on 2016/06/02 by Brian.Karis Fix for crash when removing instances while lighting is building Change 2998640 on 2016/06/02 by Martin.Mittring added r.ResetViewState to allow for more deterministic rendering made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker) Change 2998790 on 2016/06/02 by Martin.Mittring minor optimization to SSR Change 2999849 on 2016/06/03 by Martin.Mittring fixed issue with sort order Change 3000340 on 2016/06/03 by Rolando.Caloca DR - Integrate change from 3000177 Workaround for random crash shutting down D3D11/NV driver jira UE-18906 Change 3000422 on 2016/06/03 by Rolando.Caloca DR - Mirror change in Odin Change 3000571 on 2016/06/03 by Rolando.Caloca DR - Vulkan SM4 prep Change 3001652 on 2016/06/06 by Gil.Gribb Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering) Change 3001935 on 2016/06/06 by Gil.Gribb UE4 - Fixed botched merge Change 3002390 on 2016/06/06 by Gil.Gribb UE4 - Added code to prevent flooding of rendering thread with heartbeats. Change 3002442 on 2016/06/06 by Martin.Mittring Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough Change 3002460 on 2016/06/06 by Martin.Mittring fixed missing file in ImageValidator added .exe to extras Change 3002514 on 2016/06/06 by Martin.Mittring added OpenSubDiv 3.0.2, not yet used Change 3002536 on 2016/06/06 by Martin.Mittring fixed help text on cvar Change 3002647 on 2016/06/06 by Martin.Mittring adding r.ResetViewState to RenderOutputValidation added r.Streaming.FramesForFullUpdate to r.DisplayInternals #code_review:Benjamin.Hyder Change 3002945 on 2016/06/06 by Rolando.Caloca DR - Fix hlslcc issue with access to matrix elements: This would fail: M._m30 += f; - Fixed IRDump for matrix swizzled - Fix hlslcc_exe not linking Change 3002979 on 2016/06/06 by John.Billon DDS unsupported format error #Jira UE-24529 Change 3002983 on 2016/06/06 by Martin.Mittring split FPixelShaderInOut in in and out Change 3003011 on 2016/06/06 by Martin.Mittring updated OpenSubDiv to 3.0.2 Fixed SubDivisonRendring by using OpenSubDiv Change 3003264 on 2016/06/06 by Daniel.Wright Fixed bUseSingleSampleShadowFromStationaryLights on particles Change 3003296 on 2016/06/06 by Daniel.Wright Renamed files Forward* to Mobile* Change 3003350 on 2016/06/06 by Daniel.Wright Improved "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported. Change 3003815 on 2016/06/07 by Chris.Bunner Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing. Removed compiler override cvar. #jira UE-28574 Change 3003827 on 2016/06/07 by Gil.Gribb UE4 - Increased stack sizes for thread pools. Change 3003971 on 2016/06/07 by Martin.Mittring fixed compiler warnings Change 3004028 on 2016/06/07 by Rolando.Caloca DR - Update glslang exe Change 3004555 on 2016/06/07 by Rolando.Caloca DR - vk - Fix validation warning Change 3004637 on 2016/06/07 by Martin.Mittring fixed compiler warning Change 3004841 on 2016/06/07 by Daniel.Wright Fix for shadowed variable Change 3005044 on 2016/06/07 by Daniel.Wright SubUV Animations can get opacity information from any channel of the source texture Change 3005057 on 2016/06/07 by Daniel.Wright Renamed ForwardShading* to Mobile* Change 3005135 on 2016/06/07 by Uriel.Doyon Moving wanted mip computation (according to budget) to async task. Update "stat streaming" to show visible mips and also loading progression. Fixed overly wanted mip issue cause be max range clamping. Optimized cost of the texture streamer on the gamethread. Character, Terrain and Forced Load are now loaded with priority in the AsyncIO Reduced streaming temp memory requirements on PS4. Async streaming task now runs in parallel to the incremental update. Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming. Fixed metrics with HiddenScale being applied in addition to overbudget limitation. Improved budget stability when using split load request (one for visible mips + one for hidden mips) Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5) Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function. Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData). Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects. Change 3005207 on 2016/06/07 by Uriel.Doyon Fixed warning [CL 3006426 by Gil Gribb in Main branch]
2016-06-08 16:02:23 -04:00
ViewState->OnFrameRenderingSetup(TemporalAASamples, ViewFamily);
uint32 Index = ViewState->GetCurrentTemporalAASampleIndex();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
float u1 = Halton( Index + 1, 2 );
float u2 = Halton( Index + 1, 3 );
// Gaussian sample
float phi = 2.0f * PI * u2;
float r = Scale * FMath::Sqrt( -2.0f * FMath::Loge( FMath::Max( u1, 1e-6f ) ) );
SampleX = r * FMath::Cos( phi );
SampleY = r * FMath::Sin( phi );
}
View.TemporalJitterPixelsX = SampleX;
View.TemporalJitterPixelsY = SampleY;
View.ViewMatrices.TemporalAAProjJitter.X = SampleX * 2.0f / View.ViewRect.Width();
View.ViewMatrices.TemporalAAProjJitter.Y = SampleY * 2.0f / View.ViewRect.Height();
View.ViewMatrices.ProjMatrix.M[2][0] += View.ViewMatrices.TemporalAAProjJitter.X;
View.ViewMatrices.ProjMatrix.M[2][1] += View.ViewMatrices.TemporalAAProjJitter.Y;
// Compute the view projection matrix and its inverse.
View.ViewProjectionMatrix = View.ViewMatrices.ViewMatrix * View.ViewMatrices.ProjMatrix;
View.InvViewProjectionMatrix = View.ViewMatrices.GetInvProjMatrix() * View.InvViewMatrix;
// Compute a transform from view origin centered world-space to clip space.
if( View.ViewMatrices.PreViewTranslation.IsNearlyZero() )
{
View.ViewMatrices.TranslatedViewProjectionMatrix = View.ViewProjectionMatrix;
View.ViewMatrices.InvTranslatedViewProjectionMatrix = View.InvViewProjectionMatrix;
}
else
{
ensure( View.ViewMatrices.TranslatedViewMatrix.GetOrigin().IsNearlyZero() );
View.ViewMatrices.TranslatedViewProjectionMatrix = View.ViewMatrices.TranslatedViewMatrix * View.ViewMatrices.ProjMatrix;
View.ViewMatrices.InvTranslatedViewProjectionMatrix = View.ViewMatrices.GetInvProjMatrix() * View.ViewMatrices.TranslatedViewMatrix.GetTransposed();
}
}
}
else if(ViewState)
{
// no TemporalAA
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3006421) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2998081 on 2016/06/02 by Rolando.Caloca DR - Update vulkan headers to 1.0.13.0 Change 2998087 on 2016/06/02 by Rolando.Caloca DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode Change 2998092 on 2016/06/02 by Rolando.Caloca DR - Updated ThirdParty/glslang to 1.0.13.0 Change 2998113 on 2016/06/02 by Martin.Mittring Added -Deterministic and -BuildName=... as command line option for Screenshot verification Change 2998115 on 2016/06/02 by Martin.Mittring optimied Tonemapper sharpen 25->17 instructions fixes: very bright HDR pixel appeared to not be antialiased no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen) moved one multipy into C++ Added debug visualization (HLSL define) Change 2998132 on 2016/06/02 by Rolando.Caloca DR - Remove auto from VulkanRHI wherever possible Change 2998148 on 2016/06/02 by Rolando.Caloca DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes Change 2998180 on 2016/06/02 by Rolando.Caloca DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0 - Check we are not asking for a VkFormat out of bounds (ie only works with core formats) Change 2998293 on 2016/06/02 by Rolando.Caloca DR - Add support for BC6H & BC7 in desktop Vulkan Change 2998419 on 2016/06/02 by Brian.Karis Optimized CountBits Change 2998480 on 2016/06/02 by Rolando.Caloca DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list) Change 2998486 on 2016/06/02 by Martin.Mittring fixed ES2 shader compile Change 2998527 on 2016/06/02 by Daniel.Wright Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled. This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled). Change 2998531 on 2016/06/02 by Daniel.Wright Fixed Pixel Normal Offset refraction mode with materials using world space normals Change 2998568 on 2016/06/02 by Rolando.Caloca DR - Fix typo Change 2998630 on 2016/06/02 by Rolando.Caloca DR - Relaxed glslang strictness to get Pos tCombineLUTs working - Reenabled Post CombineLUTs on Vulkan - Removed some extra glsl output from Vulkan backend - Fixed RHI thread uniform buffer assert Change 2998639 on 2016/06/02 by Brian.Karis Fix for crash when removing instances while lighting is building Change 2998640 on 2016/06/02 by Martin.Mittring added r.ResetViewState to allow for more deterministic rendering made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker) Change 2998790 on 2016/06/02 by Martin.Mittring minor optimization to SSR Change 2999849 on 2016/06/03 by Martin.Mittring fixed issue with sort order Change 3000340 on 2016/06/03 by Rolando.Caloca DR - Integrate change from 3000177 Workaround for random crash shutting down D3D11/NV driver jira UE-18906 Change 3000422 on 2016/06/03 by Rolando.Caloca DR - Mirror change in Odin Change 3000571 on 2016/06/03 by Rolando.Caloca DR - Vulkan SM4 prep Change 3001652 on 2016/06/06 by Gil.Gribb Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering) Change 3001935 on 2016/06/06 by Gil.Gribb UE4 - Fixed botched merge Change 3002390 on 2016/06/06 by Gil.Gribb UE4 - Added code to prevent flooding of rendering thread with heartbeats. Change 3002442 on 2016/06/06 by Martin.Mittring Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough Change 3002460 on 2016/06/06 by Martin.Mittring fixed missing file in ImageValidator added .exe to extras Change 3002514 on 2016/06/06 by Martin.Mittring added OpenSubDiv 3.0.2, not yet used Change 3002536 on 2016/06/06 by Martin.Mittring fixed help text on cvar Change 3002647 on 2016/06/06 by Martin.Mittring adding r.ResetViewState to RenderOutputValidation added r.Streaming.FramesForFullUpdate to r.DisplayInternals #code_review:Benjamin.Hyder Change 3002945 on 2016/06/06 by Rolando.Caloca DR - Fix hlslcc issue with access to matrix elements: This would fail: M._m30 += f; - Fixed IRDump for matrix swizzled - Fix hlslcc_exe not linking Change 3002979 on 2016/06/06 by John.Billon DDS unsupported format error #Jira UE-24529 Change 3002983 on 2016/06/06 by Martin.Mittring split FPixelShaderInOut in in and out Change 3003011 on 2016/06/06 by Martin.Mittring updated OpenSubDiv to 3.0.2 Fixed SubDivisonRendring by using OpenSubDiv Change 3003264 on 2016/06/06 by Daniel.Wright Fixed bUseSingleSampleShadowFromStationaryLights on particles Change 3003296 on 2016/06/06 by Daniel.Wright Renamed files Forward* to Mobile* Change 3003350 on 2016/06/06 by Daniel.Wright Improved "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported. Change 3003815 on 2016/06/07 by Chris.Bunner Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing. Removed compiler override cvar. #jira UE-28574 Change 3003827 on 2016/06/07 by Gil.Gribb UE4 - Increased stack sizes for thread pools. Change 3003971 on 2016/06/07 by Martin.Mittring fixed compiler warnings Change 3004028 on 2016/06/07 by Rolando.Caloca DR - Update glslang exe Change 3004555 on 2016/06/07 by Rolando.Caloca DR - vk - Fix validation warning Change 3004637 on 2016/06/07 by Martin.Mittring fixed compiler warning Change 3004841 on 2016/06/07 by Daniel.Wright Fix for shadowed variable Change 3005044 on 2016/06/07 by Daniel.Wright SubUV Animations can get opacity information from any channel of the source texture Change 3005057 on 2016/06/07 by Daniel.Wright Renamed ForwardShading* to Mobile* Change 3005135 on 2016/06/07 by Uriel.Doyon Moving wanted mip computation (according to budget) to async task. Update "stat streaming" to show visible mips and also loading progression. Fixed overly wanted mip issue cause be max range clamping. Optimized cost of the texture streamer on the gamethread. Character, Terrain and Forced Load are now loaded with priority in the AsyncIO Reduced streaming temp memory requirements on PS4. Async streaming task now runs in parallel to the incremental update. Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming. Fixed metrics with HiddenScale being applied in addition to overbudget limitation. Improved budget stability when using split load request (one for visible mips + one for hidden mips) Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5) Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function. Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData). Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects. Change 3005207 on 2016/06/07 by Uriel.Doyon Fixed warning [CL 3006426 by Gil Gribb in Main branch]
2016-06-08 16:02:23 -04:00
ViewState->OnFrameRenderingSetup(1, ViewFamily);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
ViewState->TemporalAAHistoryRT.SafeRelease();
ViewState->PendingTemporalAAHistoryRT.SafeRelease();
}
if ( ViewState )
{
// In case world origin was rebased, reset previous view transformations
if (View.bOriginOffsetThisFrame)
{
ViewState->PrevViewMatrices = View.ViewMatrices;
ViewState->PendingPrevViewMatrices = View.ViewMatrices;
}
// determine if we are initializing or we should reset the persistent state
const float DeltaTime = View.Family->CurrentRealTime - ViewState->LastRenderTime;
const bool bFirstFrameOrTimeWasReset = DeltaTime < -0.0001f || ViewState->LastRenderTime < 0.0001f;
// detect conditions where we should reset occlusion queries
if (bFirstFrameOrTimeWasReset ||
ViewState->LastRenderTime + GEngine->PrimitiveProbablyVisibleTime < View.Family->CurrentRealTime ||
View.bCameraCut ||
IsLargeCameraMovement(
View,
ViewState->PrevViewMatrixForOcclusionQuery,
ViewState->PrevViewOriginForOcclusionQuery,
GEngine->CameraRotationThreshold, GEngine->CameraTranslationThreshold))
{
View.bIgnoreExistingQueries = true;
View.bDisableDistanceBasedFadeTransitions = true;
}
ViewState->PrevViewMatrixForOcclusionQuery = View.ViewMatrices.ViewMatrix;
ViewState->PrevViewOriginForOcclusionQuery = View.ViewMatrices.ViewOrigin;
// store old view matrix and detect conditions where we should reset motion blur
{
bool bResetCamera = bFirstFrameOrTimeWasReset
|| View.bCameraCut
|| IsLargeCameraMovement(View, ViewState->PrevViewMatrices.ViewMatrix, ViewState->PrevViewMatrices.ViewOrigin, 45.0f, 10000.0f);
if (bResetCamera)
{
ViewState->PrevViewMatrices = View.ViewMatrices;
ViewState->PendingPrevViewMatrices = ViewState->PrevViewMatrices;
// PT: If the motion blur shader is the last shader in the post-processing chain then it is the one that is
// adjusting for the viewport offset. So it is always required and we can't just disable the work the
// shader does. The correct fix would be to disable the effect when we don't need it and to properly mark
// the uber-postprocessing effect as the last effect in the chain.
View.bPrevTransformsReset = true;
}
else
{
// check for pause so we can keep motion blur in paused mode (doesn't work in editor)
if(!ViewFamily.bWorldIsPaused)
{
ViewState->PrevViewMatrices = ViewState->PendingPrevViewMatrices;
if( ViewState->PendingTemporalAAHistoryRT.GetRefCount() )
{
ViewState->TemporalAAHistoryRT = ViewState->PendingTemporalAAHistoryRT;
ViewState->PendingTemporalAAHistoryRT.SafeRelease();
}
// pending is needed as we are in init view and still need to render.
ViewState->PendingPrevViewMatrices = View.ViewMatrices;
}
}
// we don't use DeltaTime as it can be 0 (in editor) and is computed by subtracting floats (loses precision over time)
// Clamp DeltaWorldTime to reasonable values for the purposes of motion blur, things like TimeDilation can make it very small
if (!ViewFamily.bWorldIsPaused)
{
Copying //UE4/Release-Staging-4.12 to //UE4/Main (Source: //UE4/Release-4.12 @ 2992821) ========================== MAJOR FEATURES + CHANGES ========================== Change 2992821 on 2016/05/27 by Max.Chen Subway Sequencer: Add "Assets" and "Character" to the list of additional directories to cook. #jira UE-31279 #lockdown Cristina.Riveron Change 2992761 on 2016/05/27 by Max.Chen Add assets from "Directories to Always Cook". #jira UE-31279 #lockdown Cristina.Riveron Change 2992371 on 2016/05/26 by Dmitry.Rekman Fix GUBP Tools node (UE-31378). #jira UE-31378 #lockdown Josh.Adams Change 2992279 on 2016/05/26 by Dmitry.Rekman One more fix for UAT compilation failure (UE-31312). - Make EnvVarsToXML target framework v4.5. #lockdown Josh.Adams #jira UE-31312 Change 2992060 on 2016/05/26 by Josh.Adams - Reset PVRTC compression quality to default, so cooks don't take forever for IOS. We shipped with PVRTC Quality 4 for the App Store version. This is set in the Cooker Settings in the Project Settings window. #lockdown cristina.riveron #jira UE-31373 Change 2992009 on 2016/05/26 by Dmitry.Rekman Fix packaging on Linux (UE-31312). - System.Xml was spelled as System.XML. #jira UE-31312 #lockdown Josh.Adams Change 2991784 on 2016/05/26 by Martin.Wilson Fix for RecalcRequiredBones crashing when there is no lod data #jira UE-30028 #lockdown cristina.riveron Change 2991744 on 2016/05/26 by Dmitry.Rekman Fix Linux code project generation (UE-31322). - Also fixes UE-31318 (not reopening when creating BP project). - Apparently, we cannot reset all signals to default, this makes posix_spawn() fail after fork (child exits with 127). - Added logging of child's return code. #lockdown Josh.Adams #jira UE-31322 #jira UE-31318 Change 2991448 on 2016/05/26 by Nick.Darnell Disabling the logging in the git module that was added from the previous commit. #jira UE-30781 #lockdown cristina.riveron Change 2991352 on 2016/05/26 by Max.Chen Subway Sequencer: Add "Sequencer" to the list of additional directories to cook. #jira UE-31279 #lockdown Cristina.Riveron Change 2991121 on 2016/05/26 by Ben.Marsh Fix ShooterGame warnings on XboxOne. #lockdown cristina.riveron Change 2991097 on 2016/05/26 by Nick.Darnell PR #2386: Git Plugin: fix initialization of a new repository broken by new "migrate" support 4.12 (Contributed by SRombauts) #jira UE-30781 #lockdown cristina.riveron Change 2991095 on 2016/05/26 by Dmitry.Rekman Fix packaging on Linux (UE-31312). - Excludes UAT modules unsupported on the platform (e.g. TVOS). #jira UE-31312 #lockdown Josh.Adams Change 2990806 on 2016/05/25 by Michael.Gay Last minute adjustments to SubwaySequencer shots. Fixed Fade track on master and moved Event tracks to shots. #jira UE-30804 #lockdown Cristina.Riveron Change 2990739 on 2016/05/25 by Dan.Oconnor Fix for transaction buffer failing to restore preview widget trees, these are regenerated post undo/redo and should not be tagged as transactional #jira UE-31155 #lockdown cristina.riveron Change 2990657 on 2016/05/25 by Dmitry.Rekman Fix crash in mono when invoked by the engine (UE-31312). - Reset signal mask on spawning a subprocess. We mask out all signals except explicitly handled, which does not play well with mono. - See also https://answers.unrealengine.com/questions/420161/mono-process-crash.html #jira UE-31312 #lockdown Josh.Adams Change 2990564 on 2016/05/25 by Marc.Audy Undo 4.12 change to DetachFromParent when AttachTo is called with a null parent. #jira UE-00000 #lockdown Cristina.Riveron Change 2990429 on 2016/05/25 by Max.Chen Movie Capture: Fix initialization order warning. Follow up to CL #2990314 #jira UE-31285 #lockdown Nick.Penwarden Change 2990338 on 2016/05/25 by Zabir.Hoque TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque. #jira UE-28838 #lockdown cristina.riveron Change 2990314 on 2016/05/25 by Max.Chen Movie Capture: Flush the viewport when grabbing frames. This fixes more frame accuracy issues. #jira UE-31285 #lockdown Nick.Penwarden Change 2990249 on 2016/05/25 by Max.Chen Sequencer: Fix tick prerequisites getting removed on stop and not re-set on play. This fixes frame accuracies when rendering in a separate process. #jira UE-31285 #lockdown Nick.Penwarden Change 2990243 on 2016/05/25 by Lukasz.Furman Fixed behavior tree observers not being applied correctly #jira UE-31307 #lockdown Cristina.Riveron Change 2990206 on 2016/05/25 by Daniel.Lamb Make sure min number of threads in the large thread pool is at least 2. #jira UE-31253 #lockdown Cristina.Riveron Change 2990182 on 2016/05/25 by Max.Chen Sequencer: Fix null ptr crash on trying to record from current player. This is a regression from the off by one frame fixes. #jira UE-31304 #lockdown Nick.Penwarden Change 2990124 on 2016/05/25 by Chris.Bunner Avoid creating additional inline code fragment casting matching uniform types. #lockdown cristina.riveron #jira UE-29089 Change 2989978 on 2016/05/25 by Uriel.Doyon Merged fix for issue with resolution scale in PostProcessVisualizeComplexity #jira UE-29473 #lockdown cristina.riveron Change 2989970 on 2016/05/25 by Taizyd.Korambayil #lockdown cristina.riveron #jira UE-31293 Added TestMaps Folder and moved all Non-Relevant Maps into it. Change 2989911 on 2016/05/25 by Chris.Babcock Remove warning about Android debugging since CodeWorks for Android Nsight supports VS2015 #jira UE-31292 #ue4 #android #lockdown cristina.riveron Change 2989898 on 2016/05/25 by Robert.Manuszewski Splitting inline shader registration from serialization. Serialization can happen on the async loading thread but registration should only happen on the game thread. Removed a lot of critical section locks. Reimplementing CL #2952596 #jira UE-29245 #lockdown Nick.Penwarden Change 2989849 on 2016/05/25 by Max.Preussner Sequencer: Fixed Crash when playing UMG sequence with audio tracks (UE-31289) #jira UE-31289 #lockdown nick.penwarden Change 2989793 on 2016/05/25 by Max.Chen Sequencer: Change automated capture so it captures in response to a sequence update to fix off by one frames. #jira UE-30755 #lockdown Nick.Penwarden Change 2989792 on 2016/05/25 by Max.Chen Sequencer: Put back setting MaxFPS when forcing fixed frame interval playback to fix motion blur in editor. #jira UE-30755 #lockdown Nick.Penwarden Change 2989774 on 2016/05/25 by Mike.Beach Mirroring CL 2946932 Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue). #lockdown cristina.riveron #jira UE-26998 Change 2989765 on 2016/05/25 by Olaf.Piesche Moivng CL 2967970 from Dev-Rendering - fix for #jira UE-27297 #lockdown nick.penwarden Change 2989481 on 2016/05/25 by Marc.Audy Properly route AttachToComponent to SetupAttachment if called from the constructor #jira UE-31055 #lockdown Cristina.Riveron Change 2989369 on 2016/05/25 by Robert.Manuszewski Don't create asset import data for archetype TileMap. Propagate component flags to TileMap if the component is an archetype. #jira UE-31033 #lockdown Nick.Penwarden Change 2988975 on 2016/05/24 by Max.Preussner Sequencer: Fixed Cinematic Camera look at tool crashes on auto save (UE-31195) #jira UE-31195 #lockdown nick.penwarden Change 2988834 on 2016/05/24 by Max.Chen Movie Capture: Crash fix - Protect against null encoding filter. #jira UE-31233 #lockdown Nick.Penwarden Change 2988764 on 2016/05/24 by Peter.Sauerbrei fix for exception when deploying to tvOS from PC #jira UE-30318 #lockdown cristina.riveron Change 2988540 on 2016/05/24 by Jeff.Campeau Disable incompatible OpenVR for Windows XP builds. Gut SteamVR and SteamVRController for Windows XP builds (rely on OpenVR). #lockdown Nick.Penwarden #jira UE-30823 Change 2988491 on 2016/05/24 by Zak.Middleton #ue4 - (4.12) Remove version check from serialization logic that fixes up stale transient properties. They would still loaded for archetypes and we always want to prevent that in the future. #lockdown cristina.riveron #jira UE-30625 Change 2988427 on 2016/05/24 by Aaron.McLeran #jira UE-31028 Stop Quietest Concurrency does not remove the quietest sound Fix is to not re-add the sound once its stopped due to max concurrency. #tests ran the QA test map that demonstrated the problem #lockdown cristina.riveron Change 2988391 on 2016/05/24 by Taizyd.Korambayil #lockdown cristina.riveron #jira UE-30301 Rebuilt Ligthing for all Content Example Maps Change 2988315 on 2016/05/24 by Allan.Bentham Re-enabled FLUTBlenderPS on vulkan devices. (it's required for protostar) #jira UE-31079 Change 2988227 on 2016/05/24 by Frank.Fella Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes. Change missed in first checkin. #Jira UE-30755 Change 2988200 on 2016/05/24 by Robert.Manuszewski Assert if MaxObjectsInEditor or MaxObjectsInGame are too big and collide with EInternalObjectFlags #jira UE-31218 Change 2988181 on 2016/05/24 by Peter.Sauerbrei revert out the last fix and add more logging as I can't reproduce this bug #jira UE-30813 Change 2988140 on 2016/05/24 by Frank.Fella Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes. #Jira UE-30755 Change 2988081 on 2016/05/24 by Jamie.Dale Better fix for UE-29651 that will also work with packages saved from a build without an engine version There was no version bump for the change to FFormatArgumentData, but VER_UE4_K2NODE_VAR_REFERENCEGUIDS was added at almost the same time so testing that should handle the vast majority of packages that we have internally, and will handle all external packages. #jira UE-29651 Change 2987964 on 2016/05/24 by Lee.Clark Fix empty ENV path when compiling PS4 targets. #jira UE-31210 Change 2987721 on 2016/05/23 by Dan.Oconnor Reworking node validation change done in 2910382 so that nodes that are going to spawn other nodes in the expansion step are still validated. #jira UE-31099 Change 2987696 on 2016/05/23 by Chris.Babcock Update AndroidWorks 1R1 to CodeWorks for Android 1R4 #jira UEPLAT-1312 #ue4 #android Change 2987624 on 2016/05/23 by Jeff.Campeau Fix a define protection for WinXP stack walking support. #jira UE-30823 Change 2987607 on 2016/05/23 by Jeff.Campeau Windows Stack Walk fixed to work with Windows XP. Use the ASCII calls where needed. Symbol server is unsupported and is disabled when building for Windows XP. #jira UE-30823 Change 2987593 on 2016/05/23 by Zak.Middleton #ue4 - (4.12) Reject old serialized values of UMovementComponent::UpdatedComponent and UpdatedPrimitive that were saved before those were marked transient. Mark UPawnMovementComponent::PawnOwner and UCharacterMovementComponent::CharacterOwner as transient, and similarly reject old saved values. #jira UE-30625 Change 2987548 on 2016/05/23 by Lukasz.Furman Moved newly added gameplay debugger's code out of perception component #jira UE-31090 Change 2987510 on 2016/05/23 by Lukasz.Furman Restored perception category in old gameplay debugger tool #jira UE-31090 Change 2987278 on 2016/05/23 by Ben.Marsh Rocket: Add Mac GenerateProjectFiles.sh script into installed engine distro. #jira UE-31109 Change 2987156 on 2016/05/23 by Chris.Babcock Added GoogleVR to InstalledEngineFilters.ini #jira UE-31186 #ue4 #android Change 2987129 on 2016/05/23 by Mieszko.Zielinski Fixed FNavigationFilterArea not zeroing its properties in default constuctor #UE4 #jira UE-31185 Change 2987100 on 2016/05/23 by Peter.Sauerbrei fix for crash in DeploymentServer when attempting to copy a file with a space in the path or name #jira UE-30813 Change 2987064 on 2016/05/23 by Dmitry.Rekman PR #2164: [Linux] Fix clang '&&' within '||' error (Contributed by slonopotamus) #jira UE-28537 Change 2987002 on 2016/05/23 by Aaron.McLeran #jira UE-31036 Sound volume does not change when moving past the Non Focus Azimuth range if set to greater than 90 degrees Fix was to remove the clamp on the dot-product #tests ran test map with focus factors greater than 90 degrees Change 2986880 on 2016/05/23 by Mark.Satterthwaite Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. #jira UE-31124 Change 2986873 on 2016/05/23 by Lina.Halper #fix issue with morphtarget importings for LODs - this was caused by option not being set correctly #jira: UE-30955 #code review: Alexis.Matte Change 2986804 on 2016/05/23 by Taizyd.Korambayil #jira UE-31132 Added Missing Function to Blueprint. Change 2986801 on 2016/05/23 by Jamie.Dale SSearchBox will now only delay text changes while it has focus A text changed event when it doesn't have focus is usually triggered by code (rather than the user typing), so we need to process it immediately to avoid other operational ordering issues. #jira UE-31101 Change 2986793 on 2016/05/23 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). (brought from dev-rendering 2983747) #Jira UE-31166 Change 2986772 on 2016/05/23 by Benn.Gallagher Fixed montage single node instances with negative rate scales only repeating the final section when looping #jira UE-31164 Change 2986766 on 2016/05/23 by Martin.Wilson Fix for preview not updating when tranform curve flags are changed. #Jira UE-31119 Change 2986569 on 2016/05/23 by Robert.Manuszewski Making hang detection disabled bu default and an opt-in for games. #jira UE-31151 Change 2986564 on 2016/05/23 by Martin.Wilson Fix for being able to set montages on an anim track segment. #jira UE-31039 Change 2986205 on 2016/05/21 by Zabir.Hoque Add new instrumentation to bucketize why we are seeing device lost so often. #jira UE-20434 Change 2986071 on 2016/05/20 by Dan.Oconnor Fix for TRASHCLASS sneaking into property list when recompiling a blueprint that has a dependency that is dirty and requires bytecode recompilation of its dependencies. Make sure that the dirty blueprint itself is part of the bytecode recompilation process and make sure that blueprints compiled in this way are compiled after their parent classes #jira UE-30411 Change 2986068 on 2016/05/20 by Dan.Oconnor Fix for blueprint change/compile delegates leaking #jira UE-31118 Change 2986044 on 2016/05/20 by Zabir.Hoque Make OpenGL VB allocation support alignment (16 by default). Future work should expose this up through the RHI layers. #CodeReview: Olaf.Piesche, Simon.Tovey #jira UE-29231 Change 2985934 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. #jira UE-30710 Change 2985852 on 2016/05/20 by Max.Chen Subway Sequencer: Remove level sequence editor from plugin list since it's on by default. #jira UE-31106 Change 2985821 on 2016/05/20 by Phillip.Kavan [UE-22874] Fix UObject duplication to preserve default subobjects created by the native class ctor when the root object is duplicated. change summary: - added FObjectDuplicationHelperMethods::GatherDefaultSubobjectsForDuplication() - modified StaticDuplicateObjectEx() to map default subobjects created in the duplicated root object's ctor before entering the serialization pass. this preserves those instances instead of causing StaticConstructObject to destroy/recreate them during serialization as part of the UObject reference duplication logic. #jira UE-22874 Change 2985750 on 2016/05/20 by Michael.Gay Default Game map set to SubwaySequencer_P #jira UE-31108 Change 2985660 on 2016/05/20 by Michael.Gay Removing unused track animation #jira UE-30804 Change 2985349 on 2016/05/20 by Dan.Oconnor Fix for crash that occurs when repeatedly pasting and undoing an object with subobjects. We were not clearing the internal flags when recycling an object #jira UE-30954 Change 2985346 on 2016/05/20 by Leslie.Nivison Updating 4.12 credit #jira UEPROD-820 Change 2985297 on 2016/05/20 by Jamie.Dale Fixed VS version detection It was checking the file version (which is 12), rather than the VS version (which is 12 for 2013, and 14 for 2015). #jira UE-30977 Change 2985233 on 2016/05/20 by Gareth.Martin Fixed crash when building lighting when using "Use Landscape Lightmap" on landscape grass #jira UE-30975 Change 2985184 on 2016/05/20 by Chris.Babcock Move audio warning to show proper error result code #jira UE-31085 #ue4 #android Change 2985183 on 2016/05/20 by Chad.Taylor GoogleVR disabled by default #jira UE-30921 Change 2985145 on 2016/05/20 by Jack.Porter Fix for precision issue causing blocky landscape LOD on iPad Pro and several other iOS devices #jira UE-24792 Change 2985124 on 2016/05/20 by Alex.Delesky #jira UE-29794 If the editor cannot find the SSL DLLs when enabling the Perforce source control plugin, it will now display a warning in the Source Control log instead of crashing. Change 2985066 on 2016/05/20 by Lee.Clark Fix r.SelectiveBasePassOutputs so that it defaults to off #jira UE-30133 Change 2985063 on 2016/05/20 by Allan.Bentham Fix for modulated shadow precision issues on low end android hardware. #jira UE-29083 Change 2985061 on 2016/05/20 by Max.Chen Viewport: Fix crash when the viewport widget is null. #jira UE-31050 Change 2985059 on 2016/05/20 by Rolando.Caloca UE4.12 - Workaround for crash trying to track down other crash #jira UE-30875 Change 2984876 on 2016/05/20 by Richard.TalbotWatkin Made SceneOutliner visibility code safer, to avoid a potential crash. #jira UE-30831 - [CrashReport] UE4Editor_SceneOutliner!SceneOutliner::FGetVisibilityVisitor::RecurseChildren() [sceneoutlinergutter.cpp:24] Change 2984873 on 2016/05/20 by Richard.TalbotWatkin Clipped selection box bounds in Matinee viewport to prevent crash when reading outside of the viewport area. #jira UE-30968 - Ctrl+Alt selection drag inside to outside of Matinee window will crash the editor Change 2984844 on 2016/05/20 by Matthew.Griffin Fixing compile error in mono games Change 2984825 on 2016/05/20 by Robert.Manuszewski When the application crashes becaused the GPU driver was disabled, make sure the CrashReporterClient window gets the updated screen metrics after the driver is restored. #jira UE-30556 Change 2984693 on 2016/05/20 by Phillip.Kavan [UE-30495] Fix BP editor crash on component rename following undo of component add action. change summary: - modified USimpleConstructionScript::CreateNode() to create the initial component template object in the transient package, so that subsequent undo actions restore to that state rather than to a valid BPGC-owned state. - modified StaticConstructObject_Internal() to restore the inclusion of RF_ArchetypeObject-flagged objects in the logic that sets new objects to 'PendingKill' state before recording them into the transaction buffer. this ensures that they can be GC'd when construction is undone in the editor. Tested against sample/repro steps in UE-21240 to ensure that it no longer crashes even with the original change from CL# 2832225 reverted (that fix has since been superceded). #jira UE-30495 Change 2984684 on 2016/05/20 by Phillip.Kavan [UE-30852] Fix BPGC custom property list delta generation & post-construct initialization/serialization to properly handle array values that differ from default in length but not inner element values. change summary: - modified UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction()/BuildCustomArrayPropertyListForPostConstruction() to return a boolean value indicating whether or not a delta value was detected. - modified UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() and FBlueprintEditorUtils::BuildComponentInstancingData() to ensure that array properties are emitted to delta property lists if the size differs from default, even if none of the elements actually differ from the default value - removed the ensure() for the array property case in FObjectInitializer::InitPropertiesFromCustomList(), as it is now a valid case to encounter an array property delta value without any actual delta element value overrides following it in the custom property stream - restored the bCanUsePostConstructLink optimization for non-native class types in FObjectInitializer::InitProperties() - modified UArrayProperty::SerializeItem() for the ArUseCustomPropertyList case to not empty the array when a resize is needed on load (read) - this fixes an edge case in the cooked BP component data stream when array size differed from default but only one or more of the inner values actually differed, in which case all the array slots were being reset (constructed/zeroed) but only the overridden value was being serialized (loaded) from the template data stream #jira UE-30852 Change 2984651 on 2016/05/19 by Zabir.Hoque Forcing GoogleVR plugin to disabled by default since its causing even non HDM machines to render split foveated viewports. #CodeReview: Chad.Taylor, Nick.Whiting #jira UE-30921 Change 2984636 on 2016/05/19 by Zabir.Hoque Explicitly store the cubemap resolution in encoded reflection data. #CodeReview Daniel.Wright, Marcus.Wassmer #jira UE-30341 Change 2984454 on 2016/05/19 by Rolando.Caloca UE4.12 - Fix for vulkan failing to load shader Integration mirroring changelist 2984432 #jira UE-28140 Change 2984452 on 2016/05/19 by Marcus.Wassmer #jira UE-31054 Remove autocompletion for ToggleRHIThread and ShowMaterialDrawEvents as they no longer do anything Change 2984415 on 2016/05/19 by Dan.Oconnor Fix for crash when we fail to spawn the preview actor because the desired class is deprecated #jira UE-31027 Change 2984376 on 2016/05/19 by Dan.Oconnor Fix for regression in GetClassDefaults - we were not handling the 'None' case #jira UE-31034 Change 2984316 on 2016/05/19 by Aaron.McLeran #jira UE-31049 Updating the Oculus Audio SDK to vs 1.02 #tests Ran updated SDK in several test maps, confirmed HRTF spatialization is working. Change 2984315 on 2016/05/19 by Lina.Halper Fix issue with importing morphtarget LOD when it's missing between #jira: UE-30949 Change 2984237 on 2016/05/19 by Dan.Oconnor Fix for ensure/possible stale memory access in UpdateOverlaps #jira UE-30919 Change 2984170 on 2016/05/19 by Max.Chen Movie Capture: Another pass at texture streaming fix for movie capture. #jira UE-30986 Change 2984134 on 2016/05/19 by Chad.Taylor Mac compiler warning fix #jira UE-30921 Change 2983903 on 2016/05/19 by Taizyd.Korambayil #jira UE-30562 Replaced cube With BSP for Floor Change 2983840 on 2016/05/19 by Taizyd.Korambayil #jira UE-30979 Fixed Typo in one of the Stands Change 2983662 on 2016/05/19 by Ben.Marsh GitHub: Add an exception to allow GoogleVR files to be mirrored to GitHub Change 2983653 on 2016/05/19 by Chris.Bunner Modifed previous change to fixup incorrect ensures. #jira UE-30877 Change 2983599 on 2016/05/19 by Chris.Bunner Added ensure and null ptr check to canvas flush. #jira UE-30877 Change 2983596 on 2016/05/19 by Chad.Taylor FluffyBunny #jira UE-30921 Change 2983534 on 2016/05/19 by Brian.Karis 4.12 fix per pixel translucency #jira UE-30902 Change 2983530 on 2016/05/19 by Chris.Babcock Broadcast EMediaEvent::MediaOpened when media opened successfully #jira UE-31006 #ue4 #android Change 2983427 on 2016/05/19 by Richard.TalbotWatkin Conflated "Import" and "Import Scene" in the File menu; the new action is called "Import Into Level". Limited the allowed file types to .t3d and .fbx. #jira UE-30891 - CRASH: Editor crashes when Importing Actors via File > Import Change 2983386 on 2016/05/19 by Michael.Gay minor last tweaks #jira UE-30804 Change 2983280 on 2016/05/19 by Gil.Gribb UE4 - Fixed crash in FHierarchicalStaticMeshSceneProxy related to reflection captures and foliage. #jira UE-30837 Change 2983079 on 2016/05/18 by Max.Chen Movie Capture: Fix so that texture streaming option for movie capture is set when capturing in editor. #jira UE-30986 Change 2983078 on 2016/05/18 by Dmitriy.Dyomin Added more logging to track UE-30878 #jira UE-30878 Change 2983067 on 2016/05/18 by Dmitriy.Dyomin Fixed: Mobile HDR Path doesn't work on GearVR #jira UE-11846 Change 2983049 on 2016/05/18 by Max.Chen Movie Capture: Fix crash on movie rendering when in HDR mode. #jira UE-30978 Change 2982825 on 2016/05/18 by Mark.Satterthwaite Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. #jira UE-30710 Change 2982697 on 2016/05/18 by Marc.Audy Fix Orion DataProvider use of AddReferencedObjects in light of CL# 2982607 #jira UE-00000 Change 2982546 on 2016/05/18 by Taizyd.Korambayil #jira UE-30862 resaved A bunc hof assets to Fix to attempt to fix Build Warnings Change 2982533 on 2016/05/18 by Daniel.Lamb When you package if you haven't saved the changes will not be reflected in the game. #jira UE-30904 Change 2982415 on 2016/05/18 by Marc.Audy Bring forgotten 4.11 CL# 2928377 to 4.12 Ensure that the compiler will throw an error when passing a non-UObject* TArray to AddReferencedObjects #jira UE-28933 Change 2982358 on 2016/05/18 by Taizyd.Korambayil #jira UE-30546 Updated TP_VehicleAdvPawn Chase Camera Location Change 2982280 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project #jira:UE-26409 Change 2982229 on 2016/05/18 by Max.Chen Sequencer: Add tick prerequisites so that the level sequence actor ticks before all of the actors that it controls. This fixes some inconsistencies in the movie rendered frames not matching what's in editor. #jira UE-30755 Change 2982080 on 2016/05/18 by Max.Chen Sequence Recorder: Fix crash when component class to record is null. #jira UE-30944 Change 2982041 on 2016/05/18 by Marcus.Wassmer Protect against crashes reading from a null texture. #jira UE-30834 Change 2981915 on 2016/05/18 by Allan.Bentham Do not mosaic encode for modulate blend operations. Fixes dark 'halos' around mod shadows. #jira UE-29083 Change 2981911 on 2016/05/18 by michael.gay Set framing in sequencer, set start to 200 #jira UE-30633 Change 2981904 on 2016/05/18 by Chase.McAllister #jira UE-30943 Removing unused asset to fix DDC compiling bug Change 2981894 on 2016/05/18 by Michael.Gay removed old cameras, changed start frame to remove black at head of sequence #jira UE-30633 Change 2981827 on 2016/05/18 by Gareth.Martin Fixed crash when entering landscape mode while a landscape is selected while simulating - Landscape infos no longer get created for PIE/Simulate landscapes (they were empty anyway) #jira UE-30917 Change 2981725 on 2016/05/18 by Keith.Judge Xbox One - Fix issues with DFAO/DF Shadowing. Problems were in RHIUpdateTexture3D(). Needed to ensure temp texture had the correct bind flags, etc, and also use the graphics context rather than the DMA context to do the copying, as for some reason the DMA engine corrupts some pixels of the distance field atlas texture. #jira UE-27591 Change 2981466 on 2016/05/17 by Max.Chen Merge from Chris Bunner from Dev-SequencerGDC - Frame state fixes when Sequencer is paused; No velocity in AA, Clamp motion blur scale, Clamp to scatter blur method. #jira UE-30576 Change 2981403 on 2016/05/17 by Dan.Oconnor Fix for overzealous filtering of classes with Within markup #jira UE-29878 Change 2981342 on 2016/05/17 by Dan.Oconnor Removing overzealous check. In Dev-BP this has already been downgraded to an ensure, but no reason to ensure now that we understand why it happens. #jira UE-30792 Change 2981318 on 2016/05/17 by Max.Preussner Sequencer: Fixed crash when scrubbing attached audio tracks; reduced nesting (UE-30923) #jira: UE-30923 Change 2981221 on 2016/05/17 by Dan.Oconnor Preventing spawning components with 'Within' markup specified, it is unsupported by the SCSEditor and Core UObject logic at this time. Likely logic is CoreUObject needs to avoid type checking for RF_ArchetypeObject instances and the SCSEditor needs to be more consistent about using that flag on its template objects #jira UE-29878 Change 2981169 on 2016/05/17 by Marc.Audy Gracefully handle invalid GameSingleton class name in ini file Remove unused DefaultPreviewPawnClass and ClassName from Engine #jira UE-30829 Change 2981104 on 2016/05/17 by Mieszko.Zielinski Made AISenses not send information to listeners that are not registered for given sense #UE4 #jira UE-29939 Change 2981086 on 2016/05/17 by Taizyd.Korambayil #jira UE-30568 Added a check to make sure index being accessed was valid (BP_DemoRoom) Change 2980755 on 2016/05/17 by Taizyd.Korambayil #jira UE-30706 Set material to use Translucent Blend Change 2980753 on 2016/05/17 by Jon.Nabozny Initialize FBox used to store result for CalculateQuatACF96Bounds (bump from //UE4/Dev-Framework). #JIRA UE-30846 Change 2980682 on 2016/05/17 by Taizyd.Korambayil #jira UE-30570, UE-30575 Corrected Some Spellings Change 2980559 on 2016/05/17 by Mieszko.Zielinski Changed UNavigationSystem.AgentToNavDataMap to store weak object pointers rather than raw painters #UE4 This should make it immune to navigation data beging destroyed and not removed from AgentToNavDataMap. #jira UE-30836 Change 2980504 on 2016/05/17 by Daniel.Wright Integrate - Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled #jira UE-30855 Change 2980467 on 2016/05/17 by Jamie.Dale Added some checks to avoid temporary worlds being added as favorites #jira UE-30613 Change 2980379 on 2016/05/17 by Jurre.deBaare Fix for static mesh merging, little too eager with changes. #jira UE-30808 Change 2980373 on 2016/05/17 by Gareth.Martin Fixed shader compile errors when applying a speedtree material to a landscape spline #jira UE-25820 Change 2980318 on 2016/05/17 by Gareth.Martin Fixed crash when calling EditorApplySpline with a null spline component Also stopped it doing anything in PIE (it's for blutilities, not runtime) #jira UE-30830 Change 2980300 on 2016/05/17 by Marc.Audy Treat Unreachable components the same as BeginDestroyed for endplay/cleanup purposes #jira UE-30839 Change 2980298 on 2016/05/17 by Gareth.Martin Fixed crash when loading landscape projects that used tessellation #jira UE-30742 Change 2980296 on 2016/05/17 by Martin.Wilson Fix crash accessing sync names from a child anim bp #jira UE-30811 Change 2980289 on 2016/05/17 by Jurre.deBaare Fix for regression with merge actor tab #jira UE-30809 Change 2980272 on 2016/05/17 by Ori.Cohen Make sure that root components do not get attached to non root components in the same actor. Fixes crash in scene outliner and other weird issues. #JIRA UE-30876 Change 2980206 on 2016/05/17 by Keith.Judge Xbox One - Bit the bullet and rewrote the occlusion query buffer handling so that we're not reliant on a finite ring buffer. Instead, each query has a small buffer of its own. removing the dependency of ordering when reading back the results. This should save memory on smaller maps too! #jira UE-30581 #jira UEPLAT-623 Change 2980094 on 2016/05/17 by Matthew.Griffin Added OSVR dlls to InstalledEngineFilters.ini so that they are included in Launcher build even though the plugin is disabled by default #jira UE-30611 Change 2979935 on 2016/05/17 by Aaron.Herzog #jira UE-30619 updating owen sk mesh with proper morph Change 2979816 on 2016/05/16 by Chad.Taylor Fix to address a crash related to multiple player VR Preview #jira UE-20109 Change 2979744 on 2016/05/16 by Mike.Beach Disabling Blueprint spawning, InitProperties() optimization until we can figure out why it is not filling out array properties properly. #jira UE-30745 Change 2979743 on 2016/05/16 by Mike.Beach Mirroring CL 2977497 Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties). #jira UE-26392 Change 2979544 on 2016/05/16 by Daniel.Wright Fixed crash with RTDF shadows when r.DistanceFieldAO was disabled #jira UE-26319 Change 2979477 on 2016/05/16 by michael.gay Remove errant Play Rate track. #jira UE-30633 Change 2979464 on 2016/05/16 by Mark.Satterthwaite Duplicate CL #2945444: Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn. #jira UE-30849 Change 2979441 on 2016/05/16 by Rolando.Caloca UE4.12 - vk - Fix quitting taking a long time #jira UE-28239 Change 2979315 on 2016/05/16 by Michael.Trepka Rollback //UE4/Release-4.12/Engine/Source/Programs/UnrealBuildTool/System/XcodeProject.cs to revision 1 #jira UE-28016 Change 2979304 on 2016/05/16 by Jamie.Dale Backing out some changes from CL# 2976673 These caused an issue with Slate hit-testing. The more correct fix here is to make the Slate Windows OS layer treat window positions as relative to the top-left of the window client area, rather than relative to the top-left of the window itself (which includes the OS border). This now matches what other platforms do. To this end, FWindowsWindow::Initialize, FWindowsWindow::MoveWindowTo, and FWindowsWindow::ReshapeWindow all now consider the given window position to be relative to the window client area, and will consistently adjust it to relative to the window before moving/creating the OS window. This only impacts windows with OS borders (aka, non-fullscreen and non-Slate drawn windows). #jira UE-30276 #jira UE-30677 #jira UE-30771 Change 2979077 on 2016/05/16 by Maciej.Mroz #jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone merged from 2979069 Change 2979052 on 2016/05/16 by Chase.McAllister #jira UE-30789 Resaving Maps to fix project warning Change 2978984 on 2016/05/16 by Chase.McAllister #jira UE-30789 Resaving start video assests that contained empty engine version Change 2978806 on 2016/05/16 by Mieszko.Zielinski Fixed EQS tests' scoring equation value getting reset on load #UE4 #jira UE-30470 Change 2978670 on 2016/05/16 by Max.Preussner Media: Workaround for changing Media asset path can cause crash (UE-22691) #jira: UE-22691 Change 2978638 on 2016/05/16 by Michael.Gay Cleanup of old maps in SubwaySequencer project #jira UE-30633 Change 2978636 on 2016/05/16 by Jamie.Dale Added guard against a crash navigating through a menu #jira UE-30698 Change 2978611 on 2016/05/16 by Lee.Clark PS4 - Fix RenderTargetOutputFormat using the wrong output index for velocity rendering when using r.BasePassOutputsVelocity=True #jira UE-30133 Change 2978596 on 2016/05/16 by Allan.Bentham Extend iOS metal Z bias offset to all iOS (metal+gles) depth only shaders. #jira UE-27530 Change 2978566 on 2016/05/16 by Jamie.Dale Downgraded some checks to ensures and added more logging #jira UE-30613 Change 2978399 on 2016/05/16 by Keith.Judge Xbox One - Fix check() firing when we run out of occlusion buffer space. Also added occlusion query result caching (perf gain!). #jira UE-30581 Change 2978323 on 2016/05/16 by Jurre.deBaare Merge actor panel crashes when selecting a mesh component without static mesh #fix display 'No Static Mesh' when none is available #jira UE-30809 Change 2978322 on 2016/05/16 by Jurre.deBaare Issue with merging meshes resulting data saved across different LOD levels #fix use correct target LOD index for all source LODs #jira UE-30808 #lockdown Nick.Penwarden [CL 2999693 by Ben Marsh in Main branch]
2016-06-03 11:49:20 -04:00
const bool bEnableTimeScale = !ViewState->bSequencerIsPaused;
const float FixedBlurTimeScale = 2.0f;// 1 / (30 * 1 / 60)
ViewState->MotionBlurTimeScale = bEnableTimeScale ? (1.0f / (FMath::Max(View.Family->DeltaWorldTime, .00833f) * 30.0f)) : FixedBlurTimeScale;
}
View.PrevViewMatrices = ViewState->PrevViewMatrices;
View.PrevViewProjMatrix = ViewState->PrevViewMatrices.GetViewProjMatrix();
View.PrevViewRotationProjMatrix = ViewState->PrevViewMatrices.GetViewRotationProjMatrix();
}
ViewState->PrevFrameNumber = ViewState->PendingPrevFrameNumber;
ViewState->PendingPrevFrameNumber = View.Family->FrameNumber;
// This finishes the update of view state
ViewState->UpdateLastRenderTime(*View.Family);
ViewState->UpdateTemporalLODTransition(View);
}
}
}
static TAutoConsoleVariable<int32> CVarAlsoUseSphereForFrustumCull(
TEXT("r.AlsoUseSphereForFrustumCull"),
0,
TEXT("Performance tweak. If > 0, then use a sphere cull before and in addition to a box for frustum culling."),
ECVF_RenderThreadSafe
);
void FSceneRenderer::ComputeViewVisibility(FRHICommandListImmediate& RHICmdList)
{
SCOPE_CYCLE_COUNTER(STAT_ViewVisibilityTime);
STAT(int32 NumProcessedPrimitives = 0);
STAT(int32 NumCulledPrimitives = 0);
STAT(int32 NumOccludedPrimitives = 0);
// Allocate the visible light info.
if (Scene->Lights.GetMaxIndex() > 0)
{
VisibleLightInfos.AddZeroed(Scene->Lights.GetMaxIndex());
}
int32 NumPrimitives = Scene->Primitives.Num();
float CurrentRealTime = ViewFamily.CurrentRealTime;
FPrimitiveViewMasks HasDynamicMeshElementsMasks;
HasDynamicMeshElementsMasks.AddZeroed(NumPrimitives);
FPrimitiveViewMasks HasDynamicEditorMeshElementsMasks;
if (GIsEditor)
{
HasDynamicEditorMeshElementsMasks.AddZeroed(NumPrimitives);
}
uint8 ViewBit = 0x1;
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex, ViewBit <<= 1)
{
STAT(NumProcessedPrimitives += NumPrimitives);
FViewInfo& View = Views[ViewIndex];
FSceneViewState* ViewState = (FSceneViewState*)View.State;
// Allocate the view's visibility maps.
View.PrimitiveVisibilityMap.Init(false,Scene->Primitives.Num());
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3006483 on 2016/06/08 by Simon.Tovey Fix for UE-31653 Instance params from the Spawn, Required and TypeData modules were not being autopopulated. Change 3006514 on 2016/06/08 by Zabir.Hoque MIGRATING FIX @ Request Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction. #CodeReview: Marcus.Wassmer, Daniel.Wright Change 3006605 on 2016/06/08 by Rolando.Caloca DR - vk - Remove a bunch of unused code, clean up some todos Change 3006969 on 2016/06/08 by HaarmPieter.Duiker Add #ifdefs around inverse tonemapping to avoid performance hit in normal use Change 3007240 on 2016/06/09 by Chris.Bunner Made a pass at fixing global shader compile warnings and errors. Change 3007242 on 2016/06/09 by Chris.Bunner Don't force unlit mode when re-loading a map. #jira UE-31247 Change 3007243 on 2016/06/09 by Chris.Bunner Cache InvalidLightmapSettings material for instanced meshes. #jira UE-31182 Change 3007258 on 2016/06/09 by Chris.Bunner Fixed refractive depth bias material parameter. Change 3007466 on 2016/06/09 by Rolando.Caloca DR - Use vulkan debug marker extension directly from header Change 3007504 on 2016/06/09 by Martin.Mittring added refresh button to ImageVerifier Change 3007528 on 2016/06/09 by Martin.Mittring ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end make render more deterministic Change 3007551 on 2016/06/09 by Chris.Bunner Reverted constant type change in previous commit. Change 3007559 on 2016/06/09 by Martin.Mittring updated ImageValidator Change 3007584 on 2016/06/09 by Rolando.Caloca DR - Fix case when not running under RD Change 3007668 on 2016/06/09 by Rolando.Caloca DR - vk - Split layers/extensions by required/optional Change 3007820 on 2016/06/09 by Rolando.Caloca DR - Android compile fix Change 3007926 on 2016/06/09 by Martin.Mittring fixed UI scaling in ImageVerifyer Change 3007931 on 2016/06/09 by John.Billon -Fixed cutouts not working for certain sized texture/subUV size combinations. -Also fixed issue with subUV module not being postloaded consistently on startup. #Jira UE-31583 Change 3008023 on 2016/06/09 by Martin.Mittring refactor noise code in shaders Change 3008127 on 2016/06/09 by Zabir.Hoque Merging back hot fixes: 1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS. 2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself. Change 3008129 on 2016/06/09 by Daniel.Wright Disabled r.ProfileGPU.PrintAssetSummary by default due to spam Change 3008169 on 2016/06/09 by Rolando.Caloca DR - Fix mobile rendering not freeing resource when using RHI thread Change 3008429 on 2016/06/09 by Uriel.Doyon Enabled texture streaming new metrics. Added progress bar while texture streaming is being built. Added debug shader validation to prevent crashes when there are uniform expression set mismatches. Added texture streaming build to "Build All" Change 3008436 on 2016/06/09 by Uriel.Doyon Fixed shipping build Change 3008833 on 2016/06/10 by Rolando.Caloca DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications Submitted by Allar PR #1864 #jira UE-24545 Change 3008842 on 2016/06/10 by Rolando.Caloca DR - Remove vertex densities view mode Change 3008857 on 2016/06/10 by John.Billon Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching. Change 3008870 on 2016/06/10 by Rolando.Caloca DR - Rebuild hlslcc libs (missing from last merge) Change 3008925 on 2016/06/10 by John.Billon Fixed r.ScreenPercentage.Editor #Jira UE-31549 Change 3009028 on 2016/06/10 by Daniel.Wright Shadow depth refactor * Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame * This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading * The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed * A large amount of duplicated code to handle each shadow type has been combined * Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency * 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures Change 3009032 on 2016/06/10 by Daniel.Wright Fixed crash with simple forward shading in the material editor Change 3009178 on 2016/06/10 by Rolando.Caloca DR - Add support for multi callbacks on HlslParser, added a write to string callback Change 3009268 on 2016/06/10 by Daniel.Wright Warning fixes Change 3009416 on 2016/06/10 by Martin.Mittring moved decal rendering code in common spot for upcoming MeshDecal rendering Change 3009433 on 2016/06/10 by John.Billon Adding ensures for translucency lighting volume render target acesses. #Jira UE-31578 Change 3009449 on 2016/06/10 by Daniel.Wright Fixed whole scene point light shadow depths getting rendered redundantly Change 3009675 on 2016/06/10 by Martin.Mittring fixed Clang compiling Change 3009815 on 2016/06/10 by Martin.Mittring renamed IsUsedWithDeferredDecal to IsDeferredDecal to be more correct Change 3009946 on 2016/06/10 by Martin.Mittring minor optimization Change 3010270 on 2016/06/11 by HaarmPieter.Duiker Update gamut transformations used when dumping EXRs to account for bug UE-29935 Change 3011423 on 2016/06/13 by Martin.Mittring fixed default of bOutputsVelocityInBasePass #code_review:Rolando.Caloca #test:PC Change 3011448 on 2016/06/13 by Martin.Mittring minor engine code cleanup #code_review:Olaf.Piesche #test:PC Change 3011991 on 2016/06/13 by Daniel.Wright Fixed downsampled translucency crash in VR Change 3011993 on 2016/06/13 by Daniel.Wright Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely' Mobility tooltips now reflect whether a primitive component or light component is being inspected Change 3012096 on 2016/06/13 by Daniel.Wright Missing file from cl 3011993 Change 3012546 on 2016/06/14 by John.Billon Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled #Jira OR-23282 Change 3012706 on 2016/06/14 by John.Billon Renamed r.ContactShadows.Enable to r.ContactShadows Change 3012992 on 2016/06/14 by Rolando.Caloca DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled - Added support for CustomPresent Change 3013030 on 2016/06/14 by Rolando.Caloca DR - vk - Fix dev issue Change 3013423 on 2016/06/14 by Martin.Mittring removed code redundancy for easier upcoming changes #test:PC Change 3013451 on 2016/06/14 by Martin.Mittring removed no longer needed debug cvar #test:PC Change 3013643 on 2016/06/14 by Zabir.Hoque Fix API only being inlined in the cpp and not avaialble in the .h Change 3013696 on 2016/06/14 by Olaf.Piesche Adding missing quality level spawn rate scaling on GPU emitters Change 3013736 on 2016/06/14 by Daniel.Wright Cached shadowmaps for whole scene point and spot light shadows * Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights) * Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving * Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached * Cached shadowmaps are copied each frame and then movable primitive depths composited * Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap) * 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness) * 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights) Change 3014103 on 2016/06/15 by Daniel.Wright Compile fix Change 3014507 on 2016/06/15 by Simon.Tovey Resurrected Niagara playground and moved to Samples/NotForLicencees Change 3014931 on 2016/06/15 by Martin.Mittring moved r.RenderInternals code into renderer to be able to access more low level data #test:PC, paragon Change 3014933 on 2016/06/15 by Martin.Mittring nicer text Change 3014956 on 2016/06/15 by Daniel.Wright Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD) Change 3014985 on 2016/06/15 by Uriel.Doyon Enabled Texture Build shaders on Mac Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping. Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets #jira UE-30566 #jira UE-31098 Change 3014995 on 2016/06/15 by Rolando.Caloca DR - vk - Removed RHI thread wait on acquire image - Move Descriptor pool into context Change 3015002 on 2016/06/15 by Rolando.Caloca DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine Change 3015041 on 2016/06/15 by Martin.Mittring fixed ImageValidator crashing when using files that exist only in ref or test folder Change 3015309 on 2016/06/15 by Rolando.Caloca DR - vk - Enable fence re-use on SDKs >= 1.0.16.0 Change 3015356 on 2016/06/15 by Rolando.Caloca DR - vk - Prep for staging buffer refactor Change 3015430 on 2016/06/15 by Martin.Mittring minor optimization for subsurfacescatteringprofile Change 3016097 on 2016/06/16 by Simon.Tovey Enabling Niagara by default in the Niagara playground Change 3016098 on 2016/06/16 by Simon.Tovey Some misc fixup to get niagara working again Change 3016183 on 2016/06/16 by Rolando.Caloca DR - vk - Recreate buffer view for volatile buffers Change 3016225 on 2016/06/16 by Marcus.Wassmer Duplicate reflection fixes from 4.12 hotfixes. Change 3016289 on 2016/06/16 by Chris.Bunner Always gather MP_Normal definitions as they can be shared by other material properties. #jira UE-31792 Change 3016294 on 2016/06/16 by Daniel.Wright Fix for ensure accessing CVarCacheWPOPrimitives in game Change 3016305 on 2016/06/16 by Daniel.Wright Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been Change 3016330 on 2016/06/16 by Daniel.Wright Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light Stats for shadowmap memory used under 'stat shadowrendering' Change 3016506 on 2016/06/16 by Daniel.Wright Fixed crash building map in SunTemple due to null access Change 3016703 on 2016/06/16 by Uriel.Doyon Fixed warning due to floating point imprecision when building texture streaming Change 3016718 on 2016/06/16 by Daniel.Wright Volume lighting samples use adaptive sampling final gather * Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting) Change 3016871 on 2016/06/16 by Max.Chen Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation. Copy from Dev-Sequencer #jira UE-32093 Change 3017189 on 2016/06/16 by Zabir.Hoque Fix GBuffer format selection type-o. #CodeReview: Marcus.Wassmer Change 3017241 on 2016/06/16 by Martin.Mittring optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing #code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden Change 3017856 on 2016/06/17 by Rolando.Caloca DR - Missing GL enum Change 3017910 on 2016/06/17 by Ben.Woodhouse - Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates - Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24) #RB:Keli.Hloedversson,Martin.Mittring Change 3018126 on 2016/06/17 by Ben.Woodhouse Fix build warning on Mac #RB:David.Hill Change 3018167 on 2016/06/17 by Chris.Bunner Handle case when float4 is passed to TransformPosition material node. #jira UE-24980 Change 3018246 on 2016/06/17 by Benjamin.Hyder Submitting Preliminary ShadowRefactor TestMap Change 3018330 on 2016/06/17 by Benjamin.Hyder labeled ShadowRefactor map Change 3018377 on 2016/06/17 by Chris.Bunner Removed additional node creation when initializing a RotateAboutAxis node. #jira UE-8034 Change 3018433 on 2016/06/17 by Rolando.Caloca DR - Fix some clang warnings on Vulkan Change 3018664 on 2016/06/17 by Martin.Mittring unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812) #test:PC #code_review:Marcus.Wassmer,Brian.Karis Change 3019023 on 2016/06/19 by Benjamin.Hyder Re-Labeled ShadowRefactor map Change 3019024 on 2016/06/19 by Benjamin.Hyder Correcting Translucent Volume (Non-Directional) settings Change 3019026 on 2016/06/19 by Benjamin.Hyder Correcting Lighting ShadowRefactor map Change 3019414 on 2016/06/20 by Allan.Bentham Refactor mobile shadows Change 3019494 on 2016/06/20 by Gil.Gribb Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering) Change 3019504 on 2016/06/20 by John.Billon -Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk. -Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints. -Created a small common interface for blueprints and the editor itself to use for exporting. #Jira UE-31429 Change 3019561 on 2016/06/20 by Gil.Gribb UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager. Change 3019616 on 2016/06/20 by Rolando.Caloca DR - Replicate change in DevRendering to fix splotches on characters with morph targets Change: 3019599 O - Fix flickering on heroes with morph targets Change 3019627 on 2016/06/20 by Rolando.Caloca DR - Doh! Compile fix Change 3019674 on 2016/06/20 by Simon.Tovey Ripped out the quick hacky VM debugger I wrote a while back. Over complicated the VM and didn't do enough work to justify it. Will revisit debugging and profiling of VM scripts in future. Change 3019691 on 2016/06/20 by Ben.Woodhouse Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed. This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs). #RB:Martin.Mittring, Daniel.Wright Change 3019741 on 2016/06/20 by John.Billon Fixed compile error on mac. Change 3019984 on 2016/06/20 by Martin.Mittring minor optimization Change 3020172 on 2016/06/20 by Zachary.Wilson Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none Change 3020195 on 2016/06/20 by Zachary.Wilson Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none Change 3020196 on 2016/06/20 by Rolando.Caloca DR - Appease static analysis Change 3020231 on 2016/06/20 by Zachary.Wilson Making basic shapes consistent distance field resolution scale. #rb: none Change 3020468 on 2016/06/20 by David.Hill CameraWS UE-29146 Change 3020502 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee Camera for RenderOutputValidation Change 3020508 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee for RenderOutputValidation Change 3020514 on 2016/06/20 by Benjamin.Hyder Setting Autoplay for AutomationMatinee (sequence) Change 3020561 on 2016/06/20 by Daniel.Wright Removed outdated comment on uniform expression assert Change 3021268 on 2016/06/21 by Daniel.Wright Scaled sphere intersection for indirect capsule shadows * Fixes the discontinuity when capsule axis points close to the light direction * GPU cost is effectively the same (more expensive to compute, but tighter culling) Change 3021325 on 2016/06/21 by Daniel.Wright Split ShadowRendering.cpp into ShadowDepthRendering.cpp Change 3021355 on 2016/06/21 by Daniel.Wright Fixed RTDF shadows (broken by shadowmap caching) Change 3021444 on 2016/06/21 by Daniel.Wright Fixed crash due to Depth drawing policy not using the default material shader map properly Change 3021543 on 2016/06/21 by Daniel.Wright Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns Change 3021749 on 2016/06/21 by Daniel.Wright Moved RenderBasePass and dependencies into BasePassRendering.cpp Moved RenderPrePass and dependencies into DepthRendering.cpp Change 3021766 on 2016/06/21 by Benjamin.Hyder Adding 150dynamiclights level to Dev-Folder Change 3021971 on 2016/06/21 by Daniel.Wright Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation * TLM_SurfacePerPixelLighting now behaves like TLM_Surface Change 3022760 on 2016/06/22 by Chris.Bunner Merge fixup. Change 3022911 on 2016/06/22 by Rolando.Caloca DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders Change 3023037 on 2016/06/22 by Rolando.Caloca DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed Change 3023139 on 2016/06/22 by Daniel.Wright Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled Change 3023231 on 2016/06/22 by Daniel.Wright Only allowing opaque per-object shadows or CSM in the mobile renderer Change 3023415 on 2016/06/22 by Daniel.Wright Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target Change 3024888 on 2016/06/23 by Daniel.Wright Fixed preshadows being rendered redundantly with multiple lights Change 3025119 on 2016/06/23 by Martin.Mittring added MeshDecal content to RenderTest Change 3025122 on 2016/06/23 by Martin.Mittring enabled DBuffer for RenderTest Change 3025153 on 2016/06/23 by Marc.Olano Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10. Needed to use world space without shader offsets, not absolute world space. Change 3025180 on 2016/06/23 by Marc.Olano Use translated world space for particle centers. Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables. Change 3025265 on 2016/06/23 by David.Hill Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer #jira UE-26165 Change 3025269 on 2016/06/23 by Ryan.Brucks Adding new Testmap for Pixel Depth Offset velocities with Temporal AA Change 3025345 on 2016/06/23 by Benjamin.Hyder Submitting MeshDecal Content Change 3025444 on 2016/06/23 by Benjamin.Hyder updating content for MeshDecal Change 3025491 on 2016/06/23 by Benjamin.Hyder Updating DecalMesh Textures Change 3025802 on 2016/06/23 by Martin.Mittring added to readme Change 3026475 on 2016/06/24 by Rolando.Caloca DR - Show current state of r.RHIThread.Enable when not using param Change 3026479 on 2016/06/24 by Rolando.Caloca DR - Upgrade glslang to 1.0.17.0 Change 3026480 on 2016/06/24 by Rolando.Caloca DR - Vulkan headers to 1.0.17.0 Change 3026481 on 2016/06/24 by Rolando.Caloca DR - Vulkan wrapper for extra logging Change 3026491 on 2016/06/24 by Rolando.Caloca DR - Missed file Change 3026574 on 2016/06/24 by Rolando.Caloca DR - vk - Enabled fence reuse on 1.0.17.0 - Added more logging info Change 3026656 on 2016/06/24 by Frank.Fella Niagara - Prevent sequencer uobjects from being garbage collected. Change 3026657 on 2016/06/24 by Benjamin.Hyder Updating Rendertestmap to latest Change 3026723 on 2016/06/24 by Rolando.Caloca DR - Fix for ES3.1 RHIs Change 3026784 on 2016/06/24 by Martin.Mittring New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on) Change 3026866 on 2016/06/24 by Olaf.Piesche #jira OR-18363 #jira UE-27780 fix distortion in particle macro uvs [CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
// we don't initialized as we overwrite the whole array (in GatherDynamicMeshElements)
View.DynamicMeshEndIndices.SetNumUninitialized(Scene->Primitives.Num());
View.PrimitiveDefinitelyUnoccludedMap.Init(false,Scene->Primitives.Num());
View.PotentiallyFadingPrimitiveMap.Init(false,Scene->Primitives.Num());
View.PrimitiveFadeUniformBuffers.AddZeroed(Scene->Primitives.Num());
View.StaticMeshVisibilityMap.Init(false,Scene->StaticMeshes.GetMaxIndex());
View.StaticMeshOccluderMap.Init(false,Scene->StaticMeshes.GetMaxIndex());
View.StaticMeshFadeOutDitheredLODMap.Init(false,Scene->StaticMeshes.GetMaxIndex());
View.StaticMeshFadeInDitheredLODMap.Init(false,Scene->StaticMeshes.GetMaxIndex());
View.StaticMeshVelocityMap.Init(false,Scene->StaticMeshes.GetMaxIndex());
View.StaticMeshShadowDepthMap.Init(false,Scene->StaticMeshes.GetMaxIndex());
View.StaticMeshBatchVisibility.AddZeroed(Scene->StaticMeshes.GetMaxIndex());
View.VisibleLightInfos.Empty(Scene->Lights.GetMaxIndex());
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Capsule shadows * Capsule shadows excel at extremely soft area shadows caused by a large light source angle, but don't support accurate self-shadowing * Artists can setup a physics asset containing Spheres and Sphyls (capsules) for a skeletal mesh that will be used to represent the mesh's occlusion * These shapes can then be used for direct shadowing (bCastCapsuleDirectShadow) on a skeletal mesh component, whose softness depends on the light source angle / radius * The shapes can also be used to create an indirect shadow (bCastCapsuleIndirectShadow), whose direction and softness is derived from the precomputed sky occlusion (stationary sky light) or primary indirect lighting (static sky light) * Capsule shadowing is computed at half res and uses tiled deferred culling for efficiency - only implemented for PC SM5 + PS4 so far * Shadowing of movable skylights is not yet supported Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data Basepass drawlist are now merged within a single drawlist. Lighting policy parameters are now accessed through a uniform buffer. Changed the global resource initialization so that InitRHI now comes before InitDynamicRHI #codereview nick.penwarden Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams Remove unused RHI methods: RHIIsDrawingViewport RHIGpuTimeBegin RHIGpuTimeEnd Made default/empty versions of these calls and removed stubs from RHIs that don't use them: RHISuspendRendering RHIResumeRendering RHIIsRenderingSuspended Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lighting channels - each component and light can choose from 3 channels * Primitives output their channel mask to stencil during the base pass, the masks are copied to a texture after the base pass, deferred lighting passes compare the primitive mask against the light's mask * Dynamic shadow casting also respects the channels * Only works on opaque materials, direct lighting, dynamic lighting * Not implemented for tiled deferred atm * This will replace CastsShadowsFromCinematicObjectsOnly in the future #rb Martin.Mittring Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New First pass at separate Async Compute Context #codereview Lee.Clark,Daniel.Wright #rb Gil.Gribb Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering Removed a lot of complexity of the skeletal mesh motionblur code (better for multithreading, simpler, faster) but going from one large buffer to per mesh buffers. Upload of bones only needed once. * GPUSkinCache didn't even work before (in this branch) * tested BasePass velocity * tested split screen * tested editor pause * matinee camera cut (no need, invalidates velocity) * tested CPU Skin? (never has motionblur) * tested CreateSceneProxy (recreation is prevented in CreteSceneProxy unless bone count changes) * test ES2 -featureleveles2 #rb: Rolando.Caloca Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data Embree integration into Lightmass Can be enabled through Lightmass.ini [DevOptions.StaticLighting]bUseEmbree. Also [DevOptions.StaticLighting]bVerifyEmbree will compare ray casting results. Only usable on Win64 with this submit. #review daniel.wright Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering added SSAO CS version, can be enabled with r.AmbientOcclusion.Compute 1 Not optimized yet #rb:Olaf.Piesche Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Lightmass solver quality improvements * IndirectLightingScale is no longer applied to photons, avoids splotchy artifacts when using small scales * New 'Lightmass Portal' actor / component which tells the solver where to look for significant lighting. When lighting with a Static Skylight only, in a mostly indoor environment, setting up these portals is the only way to get high quality. * Skylight bounce lighting is now much more accurate and leverages adaptive sampling * Fixed a bug that effectively disabled adaptive sampling on high IndirectLightingQualities * Shadow penumbras are also improved by IndirectLightingQuality * Texel debugging is now a cvar 'r.TexelDebugging', instead of requiring a full recompile Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data Quad Complexity ViewMode (PCD3D_SM5 only). Shader Complexity with Quad Overhead ViewMode (PCD3D_SM5 only). Require ShaderComplexity ViewMode & Show.Visualize.QuadOverhead #review brian.karis Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering improved SSAO quality (less high frequency noise) to avoid TemporalAA smearing Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S DevRendering - Enable removing unused outputs on PS4 shader pipelines, disable by default removing unused on D3D (toggable with r.D3DRemoveUnusedInterpolators) #codereview Marcus.Wassmer Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev Submitting pull request from user Pierdek. Early out of particle collision module update if there are no active particles. #github #1614 Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Fixed the experimental r.RHICmdBalanceParallelLists 2 mode and renabled it for orion. Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Added a path so that texture streaming can avoid flushing the RHI thread. Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream Added new PrimitiveComponent setting bSingleSampleShadowFromStationaryLights * When enabled, shadowing of a movable component from a stationary directional light will come from the Volume Lighting Samples precomputed by Lightmass * This provides essentially free on/off shadow receiving on dynamic objects, with a fade over time between states * Lighting has to be rebuilt once for this to work #rb Rolando.Caloca Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering UE4 - Dynamically set stream source to avoid creating a separate drawing policy for each static mesh with vertex colors. #rb Daniel.Wright Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data Enabled Embree by default #review daniel.wright ========================== ALL CHANGELISTS ========================== Change 2720123 on 2015/10/07 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - 'integrate' Tem' Change 2721682 on 2015/10/08 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Eliminated a fatal error ' Change 2721815 on 2015/10/08 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - Fix crash exiti' Change 2724755 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix Tier' Change 2724781 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix offse' Change 2728317 on 2015/10/14 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - hlslcc - Fix fo' Change 2729170 on 2015/10/14 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Force Lightmass volume sample g' Change 2732131 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed resource transition issue' Change 2732218 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code cleanup ' Change 2733533 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Clear stencil to 0 after decals' Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Capsule shadows * Capsule shado' Change 2733546 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Light shaft targets are only al' Change 2733602 on 2015/10/19 by Uriel.Doyon@uriel.doyon_office_data 'Decals not writing to Normal ca' Change 2733627 on 2015/10/19 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix for transition ensure. ' Change 2735292 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for dark lightmap precision' Change 2735298 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for speedtree LOD transitio' Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data 'Basepass drawlist are now merge' Change 2737214 on 2015/10/21 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Expanded a warning when importi' Change 2738581 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Updated comment on stencil usag' Change 2738583 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Changed bound but not set scene' Change 2738584 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed skylight occlusion maps b' Change 2738589 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmap streaming fixes * Chan' Change 2738593 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fix from licensee for race cond' Change 2738982 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Activating CanTickOnAnyThread f' Change 2739032 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Fixing compiler barf with Clang' Change 2741517 on 2015/10/26 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRindering - D3D12 - Integrat' Change 2743790 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed texel debugging on static' Change 2743958 on 2015/10/27 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comments ' Change 2744153 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Unity compile fix ' Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams 'Remove unused RHI methods: RHI' Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lighting channels - each compon' Change 2746242 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix crashes on init by swapping' Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'First pass at separate Async Co' Change 2746296 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Buffer label frees so we don't ' Change 2746297 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'updated comment ' Change 2746343 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746347 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2746811 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Draw event for compute commandl' Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Removed a lot of complexity of ' Change 2747127 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Improved game console printout ' Change 2747702 on 2015/10/30 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Bumped Lightmass StaticMesh imp' Change 2747954 on 2015/10/30 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix SubmitDone not called TRC e' Change 2747979 on 2015/10/30 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'polish console autocomplete tex' Change 2750719 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Add Embree 2.7.0 for Win64 and ' Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Embree integration into Lightma' Change 2750872 on 2015/11/02 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2751934 on 2015/11/03 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Disambiguate template function ' Change 2752190 on 2015/11/03 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed assert relating to ' Change 2752333 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Shader pipeline ' Change 2752655 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - Fix Materials pa' Change 2752710 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment ' Change 2752711 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added better comment/help text ' Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added SSAO CS version, can be e' Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmass solver quality improv' Change 2752869 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Add shader pipel' Change 2752882 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - hlslcc - Metal -' Change 2752899 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'small SSAO GPU optimization mov' Change 2752934 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor GPU optimization for SSAO' Change 2753109 on 2015/11/03 by Uriel.Doyon@uriel.doyon_office_data 'Fixed final build ' Change 2753669 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed SM4 compiling ' Change 2754002 on 2015/11/04 by Nick.Penwarden@nickp_streams 'test change ' Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data 'Quad Complexity ViewMode (PCD3D' Change 2754115 on 2015/11/04 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed end of frame update' Change 2754297 on 2015/11/04 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'PS4 compile fixes #codereview U' Change 2754405 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor SSAO ALU optimizations fi' Change 2754512 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'adjusted clamp for cvar ' Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'improved SSAO quality (less hig' Change 2755572 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - PS4 warning fix ' Change 2755667 on 2015/11/05 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed UE-22742, leak in t' Change 2755722 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Remove unused co' Change 2755814 on 2015/11/05 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R' Change 2755935 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Rebuild static m' Change 2756003 on 2015/11/05 by Uriel.Doyon@uriel.doyon_office_data 'Reduce the number of precompute' Change 2756145 on 2015/11/05 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Temp fix for GPU crash #rb none' Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Enable removing ' Change 2756435 on 2015/11/05 by Olaf.Piesche@Olaf.Piesche_roaming 'Disabling a check, to fix OR-85' Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev 'Submitting pull request from us' Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed the experimental r.' Change 2757341 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Changed the RHI thread di' Change 2757342 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed lazy uniform buffer' Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Added a path so that text' Change 2757500 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Add FrameSync to externalprofil' Change 2757650 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'GBuffer should only be consider' Change 2757665 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'UE-22816 Instruction count is n' Change 2757834 on 2015/11/06 by Michael.Trepka@Michael.Trepka_a4202_Dev-Rendering 'Embree integration into Lightma' Change 2757930 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix UT ensure #rb Peter.Knepley' Change 2757931 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix Ocean ensure #rb josh.ander' Change 2757946 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Removed invalid Lightmass asser' Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Added new PrimitiveComponent se' Change 2758049 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'OR-8600 CRASH: AllocationLeveli' Change 2758059 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'r.DumpTransitionsForResource #r' Change 2758082 on 2015/11/06 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix resource tra' Change 2758879 on 2015/11/09 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix PSSL names f' Change 2758911 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed accidental force di' Change 2758968 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled single frame buffer us' Change 2758991 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix togglerhithread crash #rb G' Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Dynamically set stream so' Change 2759063 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed UE-22368 CLONE - GitHub 1' Change 2759073 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code quality improvements' Change 2759501 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix particle ensure. ' Change 2759522 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix decals using CustomStencil.' Change 2759610 on 2015/11/09 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed line light source shadows' Change 2759634 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Refined GBufferA resolving when' Change 2759657 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Fixed ResourceTransition with r' Change 2759693 on 2015/11/09 by Rolando.Caloca@Rolando.Caloca_T4688_S 'DevRendering - Fixed global sha' Change 2759771 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Fixed editor hit proxy renderin' Change 2760188 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled some more deferred dec' Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data 'Enabled Embree by default #revi' [CL 2761339 by Nick Penwarden in Main branch]
2015-11-10 17:11:09 -05:00
// The dirty list allocation must take into account the max possible size because when GILCUpdatePrimTaskEnabled is true,
// the indirect lighting cache will be update on by threaded job, which can not do reallocs on the buffer (since it uses the SceneRenderingAllocator).
View.DirtyPrecomputedLightingBufferPrimitives.Reserve(Scene->Primitives.Num());
for(int32 LightIndex = 0;LightIndex < Scene->Lights.GetMaxIndex();LightIndex++)
{
if( LightIndex+2 < Scene->Lights.GetMaxIndex() )
{
if (LightIndex > 2)
{
FLUSH_CACHE_LINE(&View.VisibleLightInfos(LightIndex-2));
}
// @todo optimization These prefetches cause asserts since LightIndex > View.VisibleLightInfos.Num() - 1
//FPlatformMisc::Prefetch(&View.VisibleLightInfos[LightIndex+2]);
//FPlatformMisc::Prefetch(&View.VisibleLightInfos[LightIndex+1]);
}
new(View.VisibleLightInfos) FVisibleLightViewInfo();
}
View.PrimitiveViewRelevanceMap.Empty(Scene->Primitives.Num());
View.PrimitiveViewRelevanceMap.AddZeroed(Scene->Primitives.Num());
// If this is the visibility-parent of other views, reset its ParentPrimitives list.
const bool bIsParent = ViewState && ViewState->IsViewParent();
if ( bIsParent )
{
// PVS-Studio does not understand the validation of ViewState above, so we're disabling
// its warning that ViewState may be null:
ViewState->ParentPrimitives.Empty(); //-V595
}
if (ViewState)
{
SCOPE_CYCLE_COUNTER(STAT_DecompressPrecomputedOcclusion);
View.PrecomputedVisibilityData = ViewState->GetPrecomputedVisibilityData(View, Scene);
}
else
{
View.PrecomputedVisibilityData = NULL;
}
if (View.PrecomputedVisibilityData)
{
bUsedPrecomputedVisibility = true;
}
bool bNeedsFrustumCulling = true;
// Development builds sometimes override frustum culling, e.g. dependent views in the editor.
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if( ViewState )
{
#if WITH_EDITOR
// For visibility child views, check if the primitive was visible in the parent view.
const FSceneViewState* const ViewParent = (FSceneViewState*)ViewState->GetViewParent();
if(ViewParent)
{
bNeedsFrustumCulling = false;
for (FSceneBitArray::FIterator BitIt(View.PrimitiveVisibilityMap); BitIt; ++BitIt)
{
if (ViewParent->ParentPrimitives.Contains(Scene->PrimitiveComponentIds[BitIt.GetIndex()]))
{
BitIt.GetValue() = true;
}
}
}
#endif
// For views with frozen visibility, check if the primitive is in the frozen visibility set.
if(ViewState->bIsFrozen)
{
bNeedsFrustumCulling = false;
for (FSceneBitArray::FIterator BitIt(View.PrimitiveVisibilityMap); BitIt; ++BitIt)
{
if (ViewState->FrozenPrimitives.Contains(Scene->PrimitiveComponentIds[BitIt.GetIndex()]))
{
BitIt.GetValue() = true;
}
}
}
}
#endif
// Most views use standard frustum culling.
if (bNeedsFrustumCulling)
{
int32 NumCulledPrimitivesForView;
if (View.CustomVisibilityQuery && View.CustomVisibilityQuery->Prepare())
{
if (CVarAlsoUseSphereForFrustumCull.GetValueOnRenderThread())
{
NumCulledPrimitivesForView = FrustumCull<true, true>(Scene, View);
}
else
{
NumCulledPrimitivesForView = FrustumCull<true, false>(Scene, View);
}
}
else
{
if (CVarAlsoUseSphereForFrustumCull.GetValueOnRenderThread())
{
NumCulledPrimitivesForView = FrustumCull<false, true>(Scene, View);
}
else
{
NumCulledPrimitivesForView = FrustumCull<false, false>(Scene, View);
}
}
STAT(NumCulledPrimitives += NumCulledPrimitivesForView);
UpdatePrimitiveFading(Scene, View);
}
// If any primitives are explicitly hidden, remove them now.
if (View.HiddenPrimitives.Num())
{
for (FSceneSetBitIterator BitIt(View.PrimitiveVisibilityMap); BitIt; ++BitIt)
{
if (View.HiddenPrimitives.Contains(Scene->PrimitiveComponentIds[BitIt.GetIndex()]))
{
View.PrimitiveVisibilityMap.AccessCorrespondingBit(BitIt) = false;
}
}
}
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Rendering @ 2943238) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2932679 on 2016/04/04 by Martin.Mittring remove hack/cvar that is not longer needed as we fixed the bug #rb:Bob.Tellez #code_review:Bob.Tellez Change 2932681 on 2016/04/04 by Martin.Mittring fixed cvars in consolevariables.ini can affect engine even if marked with cheat (no longer load consolevariables.ini in shipping and test), unified 3 code path, added testcase, cvars with cheat in ini file other than consolevariables.ini now trigger ensure, =on/off/true/false/.. works in all ini files, added enure if non scalability setting are used in ScalabilityIni (get now ignored) #rb:David.Hill #code_review:Marcus.Wassmer, Michael.Noland Change 2932719 on 2016/04/04 by Marcus.Wassmer Merge 3 band SH back to DevRendering #rb Daniel.Wright Change 2932760 on 2016/04/04 by Zabir.Hoque Migrating high resolution cubemaps for skylight and reflection probes. #rb: Daniel.Wright Change 2933121 on 2016/04/05 by Rolando.Caloca DR - vk - Fix free blocks not getting joined - Fix compile issue Change 2933122 on 2016/04/05 by Rolando.Caloca DR - Do not shorten dumped shaders path Change 2933126 on 2016/04/05 by Rolando.Caloca DR - vk - Index Buffers using new resource management Change 2933127 on 2016/04/05 by Rolando.Caloca DR - vk - Extract multibuffer off index buffer Change 2933131 on 2016/04/05 by Rolando.Caloca DR - vk - Transition to vb's using mutlibuffer Change 2933136 on 2016/04/05 by Rolando.Caloca DR - vk - Change staging buffers to use resource allocation system - Fix free block not getting joined - Remove define Change 2933140 on 2016/04/05 by Rolando.Caloca DR - vk - 'static' textures now use resource mgmt - Release free pages back to the OS - Remove ensure Change 2933152 on 2016/04/05 by Rolando.Caloca DR - vk - Fix aliasing granularity - Fix renderpass end/copy buffer ensure Change 2933155 on 2016/04/05 by Rolando.Caloca DR - SCW - Fix for -directcompile to directly load file for preprocessor Change 2933158 on 2016/04/05 by Rolando.Caloca DR - hlslcc - Error on Metal if trying to R & W on RWTextures - Fix indices on RW reads to be unsigned #codereview Mark.Satterthwaite, Michael.Trepka Change 2933169 on 2016/04/05 by Rolando.Caloca DR - vk - Move header to public to match changes on DevMobile Change 2933173 on 2016/04/05 by David.Hill Deferred decal rendering with negative scale #rb:Matrin.Mittring #jira:UE-27389 Change 2933273 on 2016/04/05 by Rolando.Caloca DR - vk - Fix renderdoc markers Change 2933274 on 2016/04/05 by Rolando.Caloca DR - Support for -AttachDebugger Change 2933316 on 2016/04/05 by Rolando.Caloca DR - vk - Compile fix whene enabling define Change 2933334 on 2016/04/05 by Rolando.Caloca DR - Compile fix #codereview Martin.Mittring Change 2933805 on 2016/04/05 by Brian.Karis Temporal AA dynamic antighosting. Fixed DOF Change 2933811 on 2016/04/05 by Brian.Karis Fixed area light NaNs. Improvements to area lights. Horizen handling for wrap around. Change 2933812 on 2016/04/05 by Brian.Karis Fixed fresnel on SSS skin. Change 2933813 on 2016/04/05 by Brian.Karis Tessellation fix Change 2933816 on 2016/04/05 by Brian.Karis Improved forward shading support [CL 2943241 by Gil Gribb in Main branch]
2016-04-13 21:24:38 -04:00
// If the view has any show only primitives, hide everything else
if (View.ShowOnlyPrimitives.Num())
{
for (FSceneSetBitIterator BitIt(View.PrimitiveVisibilityMap); BitIt; ++BitIt)
{
if (!View.ShowOnlyPrimitives.Contains(Scene->PrimitiveComponentIds[BitIt.GetIndex()]))
{
View.PrimitiveVisibilityMap.AccessCorrespondingBit(BitIt) = false;
}
}
}
if (View.bStaticSceneOnly)
{
for (FSceneSetBitIterator BitIt(View.PrimitiveVisibilityMap); BitIt; ++BitIt)
{
// Reflection captures should only capture objects that won't move, since reflection captures won't update at runtime
if (!Scene->Primitives[BitIt.GetIndex()]->Proxy->HasStaticLighting())
{
View.PrimitiveVisibilityMap.AccessCorrespondingBit(BitIt) = false;
}
}
}
// Cull small objects in wireframe in ortho views
// This is important for performance in the editor because wireframe disables any kind of occlusion culling
if (View.Family->EngineShowFlags.Wireframe)
{
float ScreenSizeScale = FMath::Max(View.ViewMatrices.ProjMatrix.M[0][0] * View.ViewRect.Width(), View.ViewMatrices.ProjMatrix.M[1][1] * View.ViewRect.Height());
for (FSceneSetBitIterator BitIt(View.PrimitiveVisibilityMap); BitIt; ++BitIt)
{
if (ScreenSizeScale * Scene->PrimitiveBounds[BitIt.GetIndex()].SphereRadius <= GWireframeCullThreshold)
{
View.PrimitiveVisibilityMap.AccessCorrespondingBit(BitIt) = false;
}
}
}
// Occlusion cull for all primitives in the view frustum, but not in wireframe.
if (!View.Family->EngineShowFlags.Wireframe)
{
int32 NumOccludedPrimitivesInView = OcclusionCull(RHICmdList, Scene, View);
STAT(NumOccludedPrimitives += NumOccludedPrimitivesInView);
}
// visibility test is done, so now build the hidden flags based on visibility set up
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
FLODSceneTree& HLODTree = Scene->SceneLODHierarchy;
if (HLODTree.IsActive())
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Rendering @ 2943238) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2932679 on 2016/04/04 by Martin.Mittring remove hack/cvar that is not longer needed as we fixed the bug #rb:Bob.Tellez #code_review:Bob.Tellez Change 2932681 on 2016/04/04 by Martin.Mittring fixed cvars in consolevariables.ini can affect engine even if marked with cheat (no longer load consolevariables.ini in shipping and test), unified 3 code path, added testcase, cvars with cheat in ini file other than consolevariables.ini now trigger ensure, =on/off/true/false/.. works in all ini files, added enure if non scalability setting are used in ScalabilityIni (get now ignored) #rb:David.Hill #code_review:Marcus.Wassmer, Michael.Noland Change 2932719 on 2016/04/04 by Marcus.Wassmer Merge 3 band SH back to DevRendering #rb Daniel.Wright Change 2932760 on 2016/04/04 by Zabir.Hoque Migrating high resolution cubemaps for skylight and reflection probes. #rb: Daniel.Wright Change 2933121 on 2016/04/05 by Rolando.Caloca DR - vk - Fix free blocks not getting joined - Fix compile issue Change 2933122 on 2016/04/05 by Rolando.Caloca DR - Do not shorten dumped shaders path Change 2933126 on 2016/04/05 by Rolando.Caloca DR - vk - Index Buffers using new resource management Change 2933127 on 2016/04/05 by Rolando.Caloca DR - vk - Extract multibuffer off index buffer Change 2933131 on 2016/04/05 by Rolando.Caloca DR - vk - Transition to vb's using mutlibuffer Change 2933136 on 2016/04/05 by Rolando.Caloca DR - vk - Change staging buffers to use resource allocation system - Fix free block not getting joined - Remove define Change 2933140 on 2016/04/05 by Rolando.Caloca DR - vk - 'static' textures now use resource mgmt - Release free pages back to the OS - Remove ensure Change 2933152 on 2016/04/05 by Rolando.Caloca DR - vk - Fix aliasing granularity - Fix renderpass end/copy buffer ensure Change 2933155 on 2016/04/05 by Rolando.Caloca DR - SCW - Fix for -directcompile to directly load file for preprocessor Change 2933158 on 2016/04/05 by Rolando.Caloca DR - hlslcc - Error on Metal if trying to R & W on RWTextures - Fix indices on RW reads to be unsigned #codereview Mark.Satterthwaite, Michael.Trepka Change 2933169 on 2016/04/05 by Rolando.Caloca DR - vk - Move header to public to match changes on DevMobile Change 2933173 on 2016/04/05 by David.Hill Deferred decal rendering with negative scale #rb:Matrin.Mittring #jira:UE-27389 Change 2933273 on 2016/04/05 by Rolando.Caloca DR - vk - Fix renderdoc markers Change 2933274 on 2016/04/05 by Rolando.Caloca DR - Support for -AttachDebugger Change 2933316 on 2016/04/05 by Rolando.Caloca DR - vk - Compile fix whene enabling define Change 2933334 on 2016/04/05 by Rolando.Caloca DR - Compile fix #codereview Martin.Mittring Change 2933805 on 2016/04/05 by Brian.Karis Temporal AA dynamic antighosting. Fixed DOF Change 2933811 on 2016/04/05 by Brian.Karis Fixed area light NaNs. Improvements to area lights. Horizen handling for wrap around. Change 2933812 on 2016/04/05 by Brian.Karis Fixed fresnel on SSS skin. Change 2933813 on 2016/04/05 by Brian.Karis Tessellation fix Change 2933816 on 2016/04/05 by Brian.Karis Improved forward shading support [CL 2943241 by Gil Gribb in Main branch]
2016-04-13 21:24:38 -04:00
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_ViewVisibilityTime_HLOD);
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
HLODTree.UpdateAndApplyVisibilityStates(View);
}
MarkAllPrimitivesForReflectionProxyUpdate(Scene);
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_ViewVisibilityTime_ConditionalMarkStaticMeshElementsForUpdate);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Rendering @ 2943238) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2932679 on 2016/04/04 by Martin.Mittring remove hack/cvar that is not longer needed as we fixed the bug #rb:Bob.Tellez #code_review:Bob.Tellez Change 2932681 on 2016/04/04 by Martin.Mittring fixed cvars in consolevariables.ini can affect engine even if marked with cheat (no longer load consolevariables.ini in shipping and test), unified 3 code path, added testcase, cvars with cheat in ini file other than consolevariables.ini now trigger ensure, =on/off/true/false/.. works in all ini files, added enure if non scalability setting are used in ScalabilityIni (get now ignored) #rb:David.Hill #code_review:Marcus.Wassmer, Michael.Noland Change 2932719 on 2016/04/04 by Marcus.Wassmer Merge 3 band SH back to DevRendering #rb Daniel.Wright Change 2932760 on 2016/04/04 by Zabir.Hoque Migrating high resolution cubemaps for skylight and reflection probes. #rb: Daniel.Wright Change 2933121 on 2016/04/05 by Rolando.Caloca DR - vk - Fix free blocks not getting joined - Fix compile issue Change 2933122 on 2016/04/05 by Rolando.Caloca DR - Do not shorten dumped shaders path Change 2933126 on 2016/04/05 by Rolando.Caloca DR - vk - Index Buffers using new resource management Change 2933127 on 2016/04/05 by Rolando.Caloca DR - vk - Extract multibuffer off index buffer Change 2933131 on 2016/04/05 by Rolando.Caloca DR - vk - Transition to vb's using mutlibuffer Change 2933136 on 2016/04/05 by Rolando.Caloca DR - vk - Change staging buffers to use resource allocation system - Fix free block not getting joined - Remove define Change 2933140 on 2016/04/05 by Rolando.Caloca DR - vk - 'static' textures now use resource mgmt - Release free pages back to the OS - Remove ensure Change 2933152 on 2016/04/05 by Rolando.Caloca DR - vk - Fix aliasing granularity - Fix renderpass end/copy buffer ensure Change 2933155 on 2016/04/05 by Rolando.Caloca DR - SCW - Fix for -directcompile to directly load file for preprocessor Change 2933158 on 2016/04/05 by Rolando.Caloca DR - hlslcc - Error on Metal if trying to R & W on RWTextures - Fix indices on RW reads to be unsigned #codereview Mark.Satterthwaite, Michael.Trepka Change 2933169 on 2016/04/05 by Rolando.Caloca DR - vk - Move header to public to match changes on DevMobile Change 2933173 on 2016/04/05 by David.Hill Deferred decal rendering with negative scale #rb:Matrin.Mittring #jira:UE-27389 Change 2933273 on 2016/04/05 by Rolando.Caloca DR - vk - Fix renderdoc markers Change 2933274 on 2016/04/05 by Rolando.Caloca DR - Support for -AttachDebugger Change 2933316 on 2016/04/05 by Rolando.Caloca DR - vk - Compile fix whene enabling define Change 2933334 on 2016/04/05 by Rolando.Caloca DR - Compile fix #codereview Martin.Mittring Change 2933805 on 2016/04/05 by Brian.Karis Temporal AA dynamic antighosting. Fixed DOF Change 2933811 on 2016/04/05 by Brian.Karis Fixed area light NaNs. Improvements to area lights. Horizen handling for wrap around. Change 2933812 on 2016/04/05 by Brian.Karis Fixed fresnel on SSS skin. Change 2933813 on 2016/04/05 by Brian.Karis Tessellation fix Change 2933816 on 2016/04/05 by Brian.Karis Improved forward shading support [CL 2943241 by Gil Gribb in Main branch]
2016-04-13 21:24:38 -04:00
Scene->ConditionalMarkStaticMeshElementsForUpdate();
}
{
SCOPE_CYCLE_COUNTER(STAT_ViewRelevance);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Rendering @ 2943238) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2932679 on 2016/04/04 by Martin.Mittring remove hack/cvar that is not longer needed as we fixed the bug #rb:Bob.Tellez #code_review:Bob.Tellez Change 2932681 on 2016/04/04 by Martin.Mittring fixed cvars in consolevariables.ini can affect engine even if marked with cheat (no longer load consolevariables.ini in shipping and test), unified 3 code path, added testcase, cvars with cheat in ini file other than consolevariables.ini now trigger ensure, =on/off/true/false/.. works in all ini files, added enure if non scalability setting are used in ScalabilityIni (get now ignored) #rb:David.Hill #code_review:Marcus.Wassmer, Michael.Noland Change 2932719 on 2016/04/04 by Marcus.Wassmer Merge 3 band SH back to DevRendering #rb Daniel.Wright Change 2932760 on 2016/04/04 by Zabir.Hoque Migrating high resolution cubemaps for skylight and reflection probes. #rb: Daniel.Wright Change 2933121 on 2016/04/05 by Rolando.Caloca DR - vk - Fix free blocks not getting joined - Fix compile issue Change 2933122 on 2016/04/05 by Rolando.Caloca DR - Do not shorten dumped shaders path Change 2933126 on 2016/04/05 by Rolando.Caloca DR - vk - Index Buffers using new resource management Change 2933127 on 2016/04/05 by Rolando.Caloca DR - vk - Extract multibuffer off index buffer Change 2933131 on 2016/04/05 by Rolando.Caloca DR - vk - Transition to vb's using mutlibuffer Change 2933136 on 2016/04/05 by Rolando.Caloca DR - vk - Change staging buffers to use resource allocation system - Fix free block not getting joined - Remove define Change 2933140 on 2016/04/05 by Rolando.Caloca DR - vk - 'static' textures now use resource mgmt - Release free pages back to the OS - Remove ensure Change 2933152 on 2016/04/05 by Rolando.Caloca DR - vk - Fix aliasing granularity - Fix renderpass end/copy buffer ensure Change 2933155 on 2016/04/05 by Rolando.Caloca DR - SCW - Fix for -directcompile to directly load file for preprocessor Change 2933158 on 2016/04/05 by Rolando.Caloca DR - hlslcc - Error on Metal if trying to R & W on RWTextures - Fix indices on RW reads to be unsigned #codereview Mark.Satterthwaite, Michael.Trepka Change 2933169 on 2016/04/05 by Rolando.Caloca DR - vk - Move header to public to match changes on DevMobile Change 2933173 on 2016/04/05 by David.Hill Deferred decal rendering with negative scale #rb:Matrin.Mittring #jira:UE-27389 Change 2933273 on 2016/04/05 by Rolando.Caloca DR - vk - Fix renderdoc markers Change 2933274 on 2016/04/05 by Rolando.Caloca DR - Support for -AttachDebugger Change 2933316 on 2016/04/05 by Rolando.Caloca DR - vk - Compile fix whene enabling define Change 2933334 on 2016/04/05 by Rolando.Caloca DR - Compile fix #codereview Martin.Mittring Change 2933805 on 2016/04/05 by Brian.Karis Temporal AA dynamic antighosting. Fixed DOF Change 2933811 on 2016/04/05 by Brian.Karis Fixed area light NaNs. Improvements to area lights. Horizen handling for wrap around. Change 2933812 on 2016/04/05 by Brian.Karis Fixed fresnel on SSS skin. Change 2933813 on 2016/04/05 by Brian.Karis Tessellation fix Change 2933816 on 2016/04/05 by Brian.Karis Improved forward shading support [CL 2943241 by Gil Gribb in Main branch]
2016-04-13 21:24:38 -04:00
ComputeAndMarkRelevanceForViewParallel(RHICmdList, Scene, View, ViewBit, HasDynamicMeshElementsMasks, HasDynamicEditorMeshElementsMasks);
}
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// Store the primitive for parent occlusion rendering.
if (FPlatformProperties::SupportsWindowedMode() && ViewState && ViewState->IsViewParent())
{
for (FSceneDualSetBitIterator BitIt(View.PrimitiveVisibilityMap, View.PrimitiveDefinitelyUnoccludedMap); BitIt; ++BitIt)
{
ViewState->ParentPrimitives.Add(Scene->PrimitiveComponentIds[BitIt.GetIndex()]);
}
}
#endif
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// if we are freezing the scene, then remember the primitives that are rendered.
if (ViewState && ViewState->bIsFreezing)
{
for (FSceneSetBitIterator BitIt(View.PrimitiveVisibilityMap); BitIt; ++BitIt)
{
ViewState->FrozenPrimitives.Add(Scene->PrimitiveComponentIds[BitIt.GetIndex()]);
}
}
#endif
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
// TODO: right now decals visibility computed right before rendering them, ideally it should be done in InitViews and this flag should be replaced with list of visible decals
// Currently used to disable stencil operations in forward base pass when scene has no any decals
View.bSceneHasDecals = (Scene->Decals.Num() > 0);
}
GatherDynamicMeshElements(Views, Scene, ViewFamily, HasDynamicMeshElementsMasks, HasDynamicEditorMeshElementsMasks, MeshCollector);
INC_DWORD_STAT_BY(STAT_ProcessedPrimitives,NumProcessedPrimitives);
INC_DWORD_STAT_BY(STAT_CulledPrimitives,NumCulledPrimitives);
INC_DWORD_STAT_BY(STAT_OccludedPrimitives,NumOccludedPrimitives);
}
void FSceneRenderer::PostVisibilityFrameSetup(FILCUpdatePrimTaskData& OutILCTaskData)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_PostVisibilityFrameSetup);
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3006483 on 2016/06/08 by Simon.Tovey Fix for UE-31653 Instance params from the Spawn, Required and TypeData modules were not being autopopulated. Change 3006514 on 2016/06/08 by Zabir.Hoque MIGRATING FIX @ Request Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction. #CodeReview: Marcus.Wassmer, Daniel.Wright Change 3006605 on 2016/06/08 by Rolando.Caloca DR - vk - Remove a bunch of unused code, clean up some todos Change 3006969 on 2016/06/08 by HaarmPieter.Duiker Add #ifdefs around inverse tonemapping to avoid performance hit in normal use Change 3007240 on 2016/06/09 by Chris.Bunner Made a pass at fixing global shader compile warnings and errors. Change 3007242 on 2016/06/09 by Chris.Bunner Don't force unlit mode when re-loading a map. #jira UE-31247 Change 3007243 on 2016/06/09 by Chris.Bunner Cache InvalidLightmapSettings material for instanced meshes. #jira UE-31182 Change 3007258 on 2016/06/09 by Chris.Bunner Fixed refractive depth bias material parameter. Change 3007466 on 2016/06/09 by Rolando.Caloca DR - Use vulkan debug marker extension directly from header Change 3007504 on 2016/06/09 by Martin.Mittring added refresh button to ImageVerifier Change 3007528 on 2016/06/09 by Martin.Mittring ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end make render more deterministic Change 3007551 on 2016/06/09 by Chris.Bunner Reverted constant type change in previous commit. Change 3007559 on 2016/06/09 by Martin.Mittring updated ImageValidator Change 3007584 on 2016/06/09 by Rolando.Caloca DR - Fix case when not running under RD Change 3007668 on 2016/06/09 by Rolando.Caloca DR - vk - Split layers/extensions by required/optional Change 3007820 on 2016/06/09 by Rolando.Caloca DR - Android compile fix Change 3007926 on 2016/06/09 by Martin.Mittring fixed UI scaling in ImageVerifyer Change 3007931 on 2016/06/09 by John.Billon -Fixed cutouts not working for certain sized texture/subUV size combinations. -Also fixed issue with subUV module not being postloaded consistently on startup. #Jira UE-31583 Change 3008023 on 2016/06/09 by Martin.Mittring refactor noise code in shaders Change 3008127 on 2016/06/09 by Zabir.Hoque Merging back hot fixes: 1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS. 2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself. Change 3008129 on 2016/06/09 by Daniel.Wright Disabled r.ProfileGPU.PrintAssetSummary by default due to spam Change 3008169 on 2016/06/09 by Rolando.Caloca DR - Fix mobile rendering not freeing resource when using RHI thread Change 3008429 on 2016/06/09 by Uriel.Doyon Enabled texture streaming new metrics. Added progress bar while texture streaming is being built. Added debug shader validation to prevent crashes when there are uniform expression set mismatches. Added texture streaming build to "Build All" Change 3008436 on 2016/06/09 by Uriel.Doyon Fixed shipping build Change 3008833 on 2016/06/10 by Rolando.Caloca DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications Submitted by Allar PR #1864 #jira UE-24545 Change 3008842 on 2016/06/10 by Rolando.Caloca DR - Remove vertex densities view mode Change 3008857 on 2016/06/10 by John.Billon Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching. Change 3008870 on 2016/06/10 by Rolando.Caloca DR - Rebuild hlslcc libs (missing from last merge) Change 3008925 on 2016/06/10 by John.Billon Fixed r.ScreenPercentage.Editor #Jira UE-31549 Change 3009028 on 2016/06/10 by Daniel.Wright Shadow depth refactor * Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame * This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading * The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed * A large amount of duplicated code to handle each shadow type has been combined * Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency * 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures Change 3009032 on 2016/06/10 by Daniel.Wright Fixed crash with simple forward shading in the material editor Change 3009178 on 2016/06/10 by Rolando.Caloca DR - Add support for multi callbacks on HlslParser, added a write to string callback Change 3009268 on 2016/06/10 by Daniel.Wright Warning fixes Change 3009416 on 2016/06/10 by Martin.Mittring moved decal rendering code in common spot for upcoming MeshDecal rendering Change 3009433 on 2016/06/10 by John.Billon Adding ensures for translucency lighting volume render target acesses. #Jira UE-31578 Change 3009449 on 2016/06/10 by Daniel.Wright Fixed whole scene point light shadow depths getting rendered redundantly Change 3009675 on 2016/06/10 by Martin.Mittring fixed Clang compiling Change 3009815 on 2016/06/10 by Martin.Mittring renamed IsUsedWithDeferredDecal to IsDeferredDecal to be more correct Change 3009946 on 2016/06/10 by Martin.Mittring minor optimization Change 3010270 on 2016/06/11 by HaarmPieter.Duiker Update gamut transformations used when dumping EXRs to account for bug UE-29935 Change 3011423 on 2016/06/13 by Martin.Mittring fixed default of bOutputsVelocityInBasePass #code_review:Rolando.Caloca #test:PC Change 3011448 on 2016/06/13 by Martin.Mittring minor engine code cleanup #code_review:Olaf.Piesche #test:PC Change 3011991 on 2016/06/13 by Daniel.Wright Fixed downsampled translucency crash in VR Change 3011993 on 2016/06/13 by Daniel.Wright Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely' Mobility tooltips now reflect whether a primitive component or light component is being inspected Change 3012096 on 2016/06/13 by Daniel.Wright Missing file from cl 3011993 Change 3012546 on 2016/06/14 by John.Billon Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled #Jira OR-23282 Change 3012706 on 2016/06/14 by John.Billon Renamed r.ContactShadows.Enable to r.ContactShadows Change 3012992 on 2016/06/14 by Rolando.Caloca DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled - Added support for CustomPresent Change 3013030 on 2016/06/14 by Rolando.Caloca DR - vk - Fix dev issue Change 3013423 on 2016/06/14 by Martin.Mittring removed code redundancy for easier upcoming changes #test:PC Change 3013451 on 2016/06/14 by Martin.Mittring removed no longer needed debug cvar #test:PC Change 3013643 on 2016/06/14 by Zabir.Hoque Fix API only being inlined in the cpp and not avaialble in the .h Change 3013696 on 2016/06/14 by Olaf.Piesche Adding missing quality level spawn rate scaling on GPU emitters Change 3013736 on 2016/06/14 by Daniel.Wright Cached shadowmaps for whole scene point and spot light shadows * Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights) * Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving * Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached * Cached shadowmaps are copied each frame and then movable primitive depths composited * Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap) * 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness) * 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights) Change 3014103 on 2016/06/15 by Daniel.Wright Compile fix Change 3014507 on 2016/06/15 by Simon.Tovey Resurrected Niagara playground and moved to Samples/NotForLicencees Change 3014931 on 2016/06/15 by Martin.Mittring moved r.RenderInternals code into renderer to be able to access more low level data #test:PC, paragon Change 3014933 on 2016/06/15 by Martin.Mittring nicer text Change 3014956 on 2016/06/15 by Daniel.Wright Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD) Change 3014985 on 2016/06/15 by Uriel.Doyon Enabled Texture Build shaders on Mac Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping. Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets #jira UE-30566 #jira UE-31098 Change 3014995 on 2016/06/15 by Rolando.Caloca DR - vk - Removed RHI thread wait on acquire image - Move Descriptor pool into context Change 3015002 on 2016/06/15 by Rolando.Caloca DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine Change 3015041 on 2016/06/15 by Martin.Mittring fixed ImageValidator crashing when using files that exist only in ref or test folder Change 3015309 on 2016/06/15 by Rolando.Caloca DR - vk - Enable fence re-use on SDKs >= 1.0.16.0 Change 3015356 on 2016/06/15 by Rolando.Caloca DR - vk - Prep for staging buffer refactor Change 3015430 on 2016/06/15 by Martin.Mittring minor optimization for subsurfacescatteringprofile Change 3016097 on 2016/06/16 by Simon.Tovey Enabling Niagara by default in the Niagara playground Change 3016098 on 2016/06/16 by Simon.Tovey Some misc fixup to get niagara working again Change 3016183 on 2016/06/16 by Rolando.Caloca DR - vk - Recreate buffer view for volatile buffers Change 3016225 on 2016/06/16 by Marcus.Wassmer Duplicate reflection fixes from 4.12 hotfixes. Change 3016289 on 2016/06/16 by Chris.Bunner Always gather MP_Normal definitions as they can be shared by other material properties. #jira UE-31792 Change 3016294 on 2016/06/16 by Daniel.Wright Fix for ensure accessing CVarCacheWPOPrimitives in game Change 3016305 on 2016/06/16 by Daniel.Wright Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been Change 3016330 on 2016/06/16 by Daniel.Wright Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light Stats for shadowmap memory used under 'stat shadowrendering' Change 3016506 on 2016/06/16 by Daniel.Wright Fixed crash building map in SunTemple due to null access Change 3016703 on 2016/06/16 by Uriel.Doyon Fixed warning due to floating point imprecision when building texture streaming Change 3016718 on 2016/06/16 by Daniel.Wright Volume lighting samples use adaptive sampling final gather * Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting) Change 3016871 on 2016/06/16 by Max.Chen Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation. Copy from Dev-Sequencer #jira UE-32093 Change 3017189 on 2016/06/16 by Zabir.Hoque Fix GBuffer format selection type-o. #CodeReview: Marcus.Wassmer Change 3017241 on 2016/06/16 by Martin.Mittring optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing #code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden Change 3017856 on 2016/06/17 by Rolando.Caloca DR - Missing GL enum Change 3017910 on 2016/06/17 by Ben.Woodhouse - Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates - Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24) #RB:Keli.Hloedversson,Martin.Mittring Change 3018126 on 2016/06/17 by Ben.Woodhouse Fix build warning on Mac #RB:David.Hill Change 3018167 on 2016/06/17 by Chris.Bunner Handle case when float4 is passed to TransformPosition material node. #jira UE-24980 Change 3018246 on 2016/06/17 by Benjamin.Hyder Submitting Preliminary ShadowRefactor TestMap Change 3018330 on 2016/06/17 by Benjamin.Hyder labeled ShadowRefactor map Change 3018377 on 2016/06/17 by Chris.Bunner Removed additional node creation when initializing a RotateAboutAxis node. #jira UE-8034 Change 3018433 on 2016/06/17 by Rolando.Caloca DR - Fix some clang warnings on Vulkan Change 3018664 on 2016/06/17 by Martin.Mittring unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812) #test:PC #code_review:Marcus.Wassmer,Brian.Karis Change 3019023 on 2016/06/19 by Benjamin.Hyder Re-Labeled ShadowRefactor map Change 3019024 on 2016/06/19 by Benjamin.Hyder Correcting Translucent Volume (Non-Directional) settings Change 3019026 on 2016/06/19 by Benjamin.Hyder Correcting Lighting ShadowRefactor map Change 3019414 on 2016/06/20 by Allan.Bentham Refactor mobile shadows Change 3019494 on 2016/06/20 by Gil.Gribb Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering) Change 3019504 on 2016/06/20 by John.Billon -Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk. -Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints. -Created a small common interface for blueprints and the editor itself to use for exporting. #Jira UE-31429 Change 3019561 on 2016/06/20 by Gil.Gribb UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager. Change 3019616 on 2016/06/20 by Rolando.Caloca DR - Replicate change in DevRendering to fix splotches on characters with morph targets Change: 3019599 O - Fix flickering on heroes with morph targets Change 3019627 on 2016/06/20 by Rolando.Caloca DR - Doh! Compile fix Change 3019674 on 2016/06/20 by Simon.Tovey Ripped out the quick hacky VM debugger I wrote a while back. Over complicated the VM and didn't do enough work to justify it. Will revisit debugging and profiling of VM scripts in future. Change 3019691 on 2016/06/20 by Ben.Woodhouse Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed. This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs). #RB:Martin.Mittring, Daniel.Wright Change 3019741 on 2016/06/20 by John.Billon Fixed compile error on mac. Change 3019984 on 2016/06/20 by Martin.Mittring minor optimization Change 3020172 on 2016/06/20 by Zachary.Wilson Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none Change 3020195 on 2016/06/20 by Zachary.Wilson Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none Change 3020196 on 2016/06/20 by Rolando.Caloca DR - Appease static analysis Change 3020231 on 2016/06/20 by Zachary.Wilson Making basic shapes consistent distance field resolution scale. #rb: none Change 3020468 on 2016/06/20 by David.Hill CameraWS UE-29146 Change 3020502 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee Camera for RenderOutputValidation Change 3020508 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee for RenderOutputValidation Change 3020514 on 2016/06/20 by Benjamin.Hyder Setting Autoplay for AutomationMatinee (sequence) Change 3020561 on 2016/06/20 by Daniel.Wright Removed outdated comment on uniform expression assert Change 3021268 on 2016/06/21 by Daniel.Wright Scaled sphere intersection for indirect capsule shadows * Fixes the discontinuity when capsule axis points close to the light direction * GPU cost is effectively the same (more expensive to compute, but tighter culling) Change 3021325 on 2016/06/21 by Daniel.Wright Split ShadowRendering.cpp into ShadowDepthRendering.cpp Change 3021355 on 2016/06/21 by Daniel.Wright Fixed RTDF shadows (broken by shadowmap caching) Change 3021444 on 2016/06/21 by Daniel.Wright Fixed crash due to Depth drawing policy not using the default material shader map properly Change 3021543 on 2016/06/21 by Daniel.Wright Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns Change 3021749 on 2016/06/21 by Daniel.Wright Moved RenderBasePass and dependencies into BasePassRendering.cpp Moved RenderPrePass and dependencies into DepthRendering.cpp Change 3021766 on 2016/06/21 by Benjamin.Hyder Adding 150dynamiclights level to Dev-Folder Change 3021971 on 2016/06/21 by Daniel.Wright Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation * TLM_SurfacePerPixelLighting now behaves like TLM_Surface Change 3022760 on 2016/06/22 by Chris.Bunner Merge fixup. Change 3022911 on 2016/06/22 by Rolando.Caloca DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders Change 3023037 on 2016/06/22 by Rolando.Caloca DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed Change 3023139 on 2016/06/22 by Daniel.Wright Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled Change 3023231 on 2016/06/22 by Daniel.Wright Only allowing opaque per-object shadows or CSM in the mobile renderer Change 3023415 on 2016/06/22 by Daniel.Wright Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target Change 3024888 on 2016/06/23 by Daniel.Wright Fixed preshadows being rendered redundantly with multiple lights Change 3025119 on 2016/06/23 by Martin.Mittring added MeshDecal content to RenderTest Change 3025122 on 2016/06/23 by Martin.Mittring enabled DBuffer for RenderTest Change 3025153 on 2016/06/23 by Marc.Olano Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10. Needed to use world space without shader offsets, not absolute world space. Change 3025180 on 2016/06/23 by Marc.Olano Use translated world space for particle centers. Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables. Change 3025265 on 2016/06/23 by David.Hill Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer #jira UE-26165 Change 3025269 on 2016/06/23 by Ryan.Brucks Adding new Testmap for Pixel Depth Offset velocities with Temporal AA Change 3025345 on 2016/06/23 by Benjamin.Hyder Submitting MeshDecal Content Change 3025444 on 2016/06/23 by Benjamin.Hyder updating content for MeshDecal Change 3025491 on 2016/06/23 by Benjamin.Hyder Updating DecalMesh Textures Change 3025802 on 2016/06/23 by Martin.Mittring added to readme Change 3026475 on 2016/06/24 by Rolando.Caloca DR - Show current state of r.RHIThread.Enable when not using param Change 3026479 on 2016/06/24 by Rolando.Caloca DR - Upgrade glslang to 1.0.17.0 Change 3026480 on 2016/06/24 by Rolando.Caloca DR - Vulkan headers to 1.0.17.0 Change 3026481 on 2016/06/24 by Rolando.Caloca DR - Vulkan wrapper for extra logging Change 3026491 on 2016/06/24 by Rolando.Caloca DR - Missed file Change 3026574 on 2016/06/24 by Rolando.Caloca DR - vk - Enabled fence reuse on 1.0.17.0 - Added more logging info Change 3026656 on 2016/06/24 by Frank.Fella Niagara - Prevent sequencer uobjects from being garbage collected. Change 3026657 on 2016/06/24 by Benjamin.Hyder Updating Rendertestmap to latest Change 3026723 on 2016/06/24 by Rolando.Caloca DR - Fix for ES3.1 RHIs Change 3026784 on 2016/06/24 by Martin.Mittring New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on) Change 3026866 on 2016/06/24 by Olaf.Piesche #jira OR-18363 #jira UE-27780 fix distortion in particle macro uvs [CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
QUICK_SCOPE_CYCLE_COUNTER(STAT_PostVisibilityFrameSetup_Sort);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2943963 on 2016/04/14 by Daniel.Wright Shader compile errors are unsuppressed Change 2943978 on 2016/04/14 by Gil.Gribb UE4 - First pass at async loading improvements....mostly disabled. Change 2944021 on 2016/04/14 by Martin.Mittring fixed HLSL compiler warning Change 2944031 on 2016/04/14 by Martin.Mittring fixed ensures, wrapped some members behind get accessor functions Change 2944086 on 2016/04/14 by Martin.Mittring cleanup: removed not needed code Change 2944177 on 2016/04/14 by Daniel.Wright Clamp on FarShadowCascadeCount, prevents crashing from huge values Change 2944182 on 2016/04/14 by Martin.Mittring removed not needed code Change 2944250 on 2016/04/14 by Rolando.Caloca DR - vk - Minor fixes Change 2944286 on 2016/04/14 by Daniel.Wright Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions Added bShowPreviewPlane to planar reflection actors The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes Change 2944288 on 2016/04/14 by Daniel.Wright Fixed refraction with a world space normal Change 2944291 on 2016/04/14 by Daniel.Wright Panner nodes have an optional speed input Change 2944346 on 2016/04/14 by Rolando.Caloca DR - Fix Vulkan shader platform on Android - Added more info on checks() Change 2945007 on 2016/04/15 by Gil.Gribb Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering) Change 2945348 on 2016/04/15 by Daniel.Wright Fixed compile error Change 2945358 on 2016/04/15 by Olaf.Piesche #jira UE-29241 Sequential particle selection code was all sorts of weird. Rewrote and simplified. Change 2945941 on 2016/04/15 by Martin.Mittring added r.DisplayInternals to debug determinism for screen shot comparison Change 2945999 on 2016/04/15 by Martin.Mittring improved r.DisplayInternal output Change 2946023 on 2016/04/15 by Olaf.Piesche Adding missing call to Super::PostEditChangeProperty; UDN 286717 Change 2947155 on 2016/04/18 by Martin.Mittring started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up #test:PC Change 2947207 on 2016/04/18 by Martin.Mittring fixed engine compiling in shipping/test #code_review:Uriel.Doyan Change 2947212 on 2016/04/18 by Uriel.Doyon Lightmap density viewmode now shows the wanted resolution when the lighting isn't build. #jira UE-29317 Change 2947374 on 2016/04/18 by Uriel.Doyon Fixed support for resolution scale for the PostProcessVisualizeComplexity #jira UE-29473 Change 2947903 on 2016/04/19 by Gil.Gribb Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering) Change 2948019 on 2016/04/19 by Rolando.Caloca DR - Allow vk format as a target format for win Change 2948162 on 2016/04/19 by Simon.Tovey Fix for crash with Collision visualization. Change 2948419 on 2016/04/19 by Martin.Mittring fixed sort priority of translucent rendering (caused by recent checkin) Change 2948433 on 2016/04/19 by Martin.Mittring fixed memory handling of FRendererViewExtension Change 2948631 on 2016/04/19 by Martin.Mittring fixed compile error on Mac Change 2948832 on 2016/04/19 by Martin.Mittring fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues) Change 2949013 on 2016/04/19 by Martin.Mittring refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping this is useful for MeshDecals #test:PC, parallel on and off Change 2949620 on 2016/04/20 by Martin.Mittring fixed compiler warning Change 2949639 on 2016/04/20 by Uriel.Doyon Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader Change 2949721 on 2016/04/20 by Chris.Bunner Avoid creating additional inline code fragment casting matching uniform types. #jira UE-29089 Change 2949722 on 2016/04/20 by Chris.Bunner Prevent nullptr crash and added additional logging. #jira UE-28387 Change 2949913 on 2016/04/20 by Martin.Mittring marked ccommand as cheat Change 2950064 on 2016/04/20 by Martin.Mittring added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background Change 2950065 on 2016/04/20 by Martin.Mittring nicer debug printout Change 2950201 on 2016/04/20 by Martin.Mittring fixed UE-29752 Console commands input with " = " should display an error message Change 2950531 on 2016/04/20 by Martin.Mittring fixed comment Change 2951737 on 2016/04/21 by HaarmPieter.Duiker Adds support forHDR displays using Dolby PQ output Change 2951869 on 2016/04/21 by Martin.Mittring polish r.DisplayInternal Change 2951950 on 2016/04/21 by HaarmPieter.Duiker Reordered variable definition to address build warning Change 2951996 on 2016/04/21 by Martin.Mittring fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation", changed directory order to run locally it currently requires "r.ScreenshotDelegate=0" #code_review:Ben.Salem, Michael.Noland Change 2952146 on 2016/04/21 by Olaf.Piesche make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures Change 2952230 on 2016/04/21 by Martin.Mittring * Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec . * changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber #code_review:Daniel.Wright Change 2953173 on 2016/04/22 by Olaf.Piesche Adding UI for easilly browsing and switching in a folder full of stats dumps Change 2953213 on 2016/04/22 by Olaf.Piesche Renaming a stat to be more descriptive Change 2953393 on 2016/04/22 by Zabir.Hoque Get DX12 running again: - Port Shader Resource Table change - Line up VS outputs and ps inputs - Fix incorrectly defining a static global in a .h Change 2953453 on 2016/04/22 by Martin.Mittring polished r.DisplayInternal Change 2954618 on 2016/04/25 by Zabir.Hoque 2 Fixes: - GLSL does not understand "unsigned int", converted to "uint" - Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction. Change 2955369 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Fix some memory leaks in the frontend Change 2955403 on 2016/04/25 by Uriel.Doyon Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux. Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4 #jira UE-28840 Change 2955419 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Reenabled support for static global variables being not const Change 2955432 on 2016/04/25 by Zabir.Hoque Fix build break from not undef'ing LOCTEXT_NAMESPACE Change 2955459 on 2016/04/25 by Zabir.Hoque TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque. Change 2956292 on 2016/04/26 by Zabir.Hoque Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output). #CodeReview: Jack.Porter, Allan.Bentham Change 2956662 on 2016/04/26 by Chris.Bunner Temporary fix for new Tonemapper issues. #jira UE-29935 Change 2957614 on 2016/04/27 by Marcus.Wassmer Fix PS4 shader compiler errors. Change 2958468 on 2016/04/27 by Rolando.Caloca DR - Fix hlslcc validation issue - Show error on SCW if shader format not found when running with -directcompile #jira UE-29982 Change 2959105 on 2016/04/28 by Rolando.Caloca DR - Rebuilt hlslcc for Mac Change 2959891 on 2016/04/28 by Daniel.Wright Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields Change 2959895 on 2016/04/28 by Daniel.Wright Work around build machine string matching heuristics that will cause a cook to fail Change 2959902 on 2016/04/28 by Daniel.Wright Added LowerHemisphereSolidColor to sky lights Change 2959930 on 2016/04/28 by Daniel.Wright Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles Change 2959933 on 2016/04/28 by Daniel.Wright Substring matching for console command suggestions * Only implemented in the editor, game uses UConsole which needs an entirely different implementation * Not sorting starting matches first, although that is desired Change 2959942 on 2016/04/28 by Daniel.Wright Gracefully handle when input string doesn't match search results Change 2960743 on 2016/04/29 by Gil.Gribb UE4 - UAT - Add map name to editortest command line. Change 2960940 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960955 on 2016/04/29 by Gil.Gribb UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled). Change 2960961 on 2016/04/29 by Chris.Bunner Potential material translator Lerp node pre-computations/optimizations. #jira OR-20138 Change 2961087 on 2016/04/29 by Gil.Gribb Fixed compile error in preflight relating to load time test rig Change 2962565 on 2016/05/02 by Gil.Gribb Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering) Change 2965058 on 2016/05/03 by Chris.Bunner Shader version bump. #lockdown Gil.Gribb #jira UE-30206 Change 2966554 on 2016/05/04 by Chris.Bunner Bumping shader version again, unintentionally polluted DDC previously. #lockdown Gil.Gribb #jira UE-30329 Change 2967183 on 2016/05/05 by Gil.Gribb UE4 - Fixed a bad hash on landscape grass components. Simple, safe. #lockdown nick.penwarden [CL 2967480 by Gil Gribb in Main branch]
2016-05-05 12:13:26 -04:00
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2943963 on 2016/04/14 by Daniel.Wright Shader compile errors are unsuppressed Change 2943978 on 2016/04/14 by Gil.Gribb UE4 - First pass at async loading improvements....mostly disabled. Change 2944021 on 2016/04/14 by Martin.Mittring fixed HLSL compiler warning Change 2944031 on 2016/04/14 by Martin.Mittring fixed ensures, wrapped some members behind get accessor functions Change 2944086 on 2016/04/14 by Martin.Mittring cleanup: removed not needed code Change 2944177 on 2016/04/14 by Daniel.Wright Clamp on FarShadowCascadeCount, prevents crashing from huge values Change 2944182 on 2016/04/14 by Martin.Mittring removed not needed code Change 2944250 on 2016/04/14 by Rolando.Caloca DR - vk - Minor fixes Change 2944286 on 2016/04/14 by Daniel.Wright Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions Added bShowPreviewPlane to planar reflection actors The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes Change 2944288 on 2016/04/14 by Daniel.Wright Fixed refraction with a world space normal Change 2944291 on 2016/04/14 by Daniel.Wright Panner nodes have an optional speed input Change 2944346 on 2016/04/14 by Rolando.Caloca DR - Fix Vulkan shader platform on Android - Added more info on checks() Change 2945007 on 2016/04/15 by Gil.Gribb Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering) Change 2945348 on 2016/04/15 by Daniel.Wright Fixed compile error Change 2945358 on 2016/04/15 by Olaf.Piesche #jira UE-29241 Sequential particle selection code was all sorts of weird. Rewrote and simplified. Change 2945941 on 2016/04/15 by Martin.Mittring added r.DisplayInternals to debug determinism for screen shot comparison Change 2945999 on 2016/04/15 by Martin.Mittring improved r.DisplayInternal output Change 2946023 on 2016/04/15 by Olaf.Piesche Adding missing call to Super::PostEditChangeProperty; UDN 286717 Change 2947155 on 2016/04/18 by Martin.Mittring started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up #test:PC Change 2947207 on 2016/04/18 by Martin.Mittring fixed engine compiling in shipping/test #code_review:Uriel.Doyan Change 2947212 on 2016/04/18 by Uriel.Doyon Lightmap density viewmode now shows the wanted resolution when the lighting isn't build. #jira UE-29317 Change 2947374 on 2016/04/18 by Uriel.Doyon Fixed support for resolution scale for the PostProcessVisualizeComplexity #jira UE-29473 Change 2947903 on 2016/04/19 by Gil.Gribb Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering) Change 2948019 on 2016/04/19 by Rolando.Caloca DR - Allow vk format as a target format for win Change 2948162 on 2016/04/19 by Simon.Tovey Fix for crash with Collision visualization. Change 2948419 on 2016/04/19 by Martin.Mittring fixed sort priority of translucent rendering (caused by recent checkin) Change 2948433 on 2016/04/19 by Martin.Mittring fixed memory handling of FRendererViewExtension Change 2948631 on 2016/04/19 by Martin.Mittring fixed compile error on Mac Change 2948832 on 2016/04/19 by Martin.Mittring fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues) Change 2949013 on 2016/04/19 by Martin.Mittring refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping this is useful for MeshDecals #test:PC, parallel on and off Change 2949620 on 2016/04/20 by Martin.Mittring fixed compiler warning Change 2949639 on 2016/04/20 by Uriel.Doyon Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader Change 2949721 on 2016/04/20 by Chris.Bunner Avoid creating additional inline code fragment casting matching uniform types. #jira UE-29089 Change 2949722 on 2016/04/20 by Chris.Bunner Prevent nullptr crash and added additional logging. #jira UE-28387 Change 2949913 on 2016/04/20 by Martin.Mittring marked ccommand as cheat Change 2950064 on 2016/04/20 by Martin.Mittring added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background Change 2950065 on 2016/04/20 by Martin.Mittring nicer debug printout Change 2950201 on 2016/04/20 by Martin.Mittring fixed UE-29752 Console commands input with " = " should display an error message Change 2950531 on 2016/04/20 by Martin.Mittring fixed comment Change 2951737 on 2016/04/21 by HaarmPieter.Duiker Adds support forHDR displays using Dolby PQ output Change 2951869 on 2016/04/21 by Martin.Mittring polish r.DisplayInternal Change 2951950 on 2016/04/21 by HaarmPieter.Duiker Reordered variable definition to address build warning Change 2951996 on 2016/04/21 by Martin.Mittring fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation", changed directory order to run locally it currently requires "r.ScreenshotDelegate=0" #code_review:Ben.Salem, Michael.Noland Change 2952146 on 2016/04/21 by Olaf.Piesche make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures Change 2952230 on 2016/04/21 by Martin.Mittring * Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec . * changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber #code_review:Daniel.Wright Change 2953173 on 2016/04/22 by Olaf.Piesche Adding UI for easilly browsing and switching in a folder full of stats dumps Change 2953213 on 2016/04/22 by Olaf.Piesche Renaming a stat to be more descriptive Change 2953393 on 2016/04/22 by Zabir.Hoque Get DX12 running again: - Port Shader Resource Table change - Line up VS outputs and ps inputs - Fix incorrectly defining a static global in a .h Change 2953453 on 2016/04/22 by Martin.Mittring polished r.DisplayInternal Change 2954618 on 2016/04/25 by Zabir.Hoque 2 Fixes: - GLSL does not understand "unsigned int", converted to "uint" - Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction. Change 2955369 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Fix some memory leaks in the frontend Change 2955403 on 2016/04/25 by Uriel.Doyon Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux. Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4 #jira UE-28840 Change 2955419 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Reenabled support for static global variables being not const Change 2955432 on 2016/04/25 by Zabir.Hoque Fix build break from not undef'ing LOCTEXT_NAMESPACE Change 2955459 on 2016/04/25 by Zabir.Hoque TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque. Change 2956292 on 2016/04/26 by Zabir.Hoque Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output). #CodeReview: Jack.Porter, Allan.Bentham Change 2956662 on 2016/04/26 by Chris.Bunner Temporary fix for new Tonemapper issues. #jira UE-29935 Change 2957614 on 2016/04/27 by Marcus.Wassmer Fix PS4 shader compiler errors. Change 2958468 on 2016/04/27 by Rolando.Caloca DR - Fix hlslcc validation issue - Show error on SCW if shader format not found when running with -directcompile #jira UE-29982 Change 2959105 on 2016/04/28 by Rolando.Caloca DR - Rebuilt hlslcc for Mac Change 2959891 on 2016/04/28 by Daniel.Wright Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields Change 2959895 on 2016/04/28 by Daniel.Wright Work around build machine string matching heuristics that will cause a cook to fail Change 2959902 on 2016/04/28 by Daniel.Wright Added LowerHemisphereSolidColor to sky lights Change 2959930 on 2016/04/28 by Daniel.Wright Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles Change 2959933 on 2016/04/28 by Daniel.Wright Substring matching for console command suggestions * Only implemented in the editor, game uses UConsole which needs an entirely different implementation * Not sorting starting matches first, although that is desired Change 2959942 on 2016/04/28 by Daniel.Wright Gracefully handle when input string doesn't match search results Change 2960743 on 2016/04/29 by Gil.Gribb UE4 - UAT - Add map name to editortest command line. Change 2960940 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960955 on 2016/04/29 by Gil.Gribb UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled). Change 2960961 on 2016/04/29 by Chris.Bunner Potential material translator Lerp node pre-computations/optimizations. #jira OR-20138 Change 2961087 on 2016/04/29 by Gil.Gribb Fixed compile error in preflight relating to load time test rig Change 2962565 on 2016/05/02 by Gil.Gribb Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering) Change 2965058 on 2016/05/03 by Chris.Bunner Shader version bump. #lockdown Gil.Gribb #jira UE-30206 Change 2966554 on 2016/05/04 by Chris.Bunner Bumping shader version again, unintentionally polluted DDC previously. #lockdown Gil.Gribb #jira UE-30329 Change 2967183 on 2016/05/05 by Gil.Gribb UE4 - Fixed a bad hash on landscape grass components. Simple, safe. #lockdown nick.penwarden [CL 2967480 by Gil Gribb in Main branch]
2016-05-05 12:13:26 -04:00
View.TranslucentPrimSet.SortPrimitives();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3006483 on 2016/06/08 by Simon.Tovey Fix for UE-31653 Instance params from the Spawn, Required and TypeData modules were not being autopopulated. Change 3006514 on 2016/06/08 by Zabir.Hoque MIGRATING FIX @ Request Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction. #CodeReview: Marcus.Wassmer, Daniel.Wright Change 3006605 on 2016/06/08 by Rolando.Caloca DR - vk - Remove a bunch of unused code, clean up some todos Change 3006969 on 2016/06/08 by HaarmPieter.Duiker Add #ifdefs around inverse tonemapping to avoid performance hit in normal use Change 3007240 on 2016/06/09 by Chris.Bunner Made a pass at fixing global shader compile warnings and errors. Change 3007242 on 2016/06/09 by Chris.Bunner Don't force unlit mode when re-loading a map. #jira UE-31247 Change 3007243 on 2016/06/09 by Chris.Bunner Cache InvalidLightmapSettings material for instanced meshes. #jira UE-31182 Change 3007258 on 2016/06/09 by Chris.Bunner Fixed refractive depth bias material parameter. Change 3007466 on 2016/06/09 by Rolando.Caloca DR - Use vulkan debug marker extension directly from header Change 3007504 on 2016/06/09 by Martin.Mittring added refresh button to ImageVerifier Change 3007528 on 2016/06/09 by Martin.Mittring ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end make render more deterministic Change 3007551 on 2016/06/09 by Chris.Bunner Reverted constant type change in previous commit. Change 3007559 on 2016/06/09 by Martin.Mittring updated ImageValidator Change 3007584 on 2016/06/09 by Rolando.Caloca DR - Fix case when not running under RD Change 3007668 on 2016/06/09 by Rolando.Caloca DR - vk - Split layers/extensions by required/optional Change 3007820 on 2016/06/09 by Rolando.Caloca DR - Android compile fix Change 3007926 on 2016/06/09 by Martin.Mittring fixed UI scaling in ImageVerifyer Change 3007931 on 2016/06/09 by John.Billon -Fixed cutouts not working for certain sized texture/subUV size combinations. -Also fixed issue with subUV module not being postloaded consistently on startup. #Jira UE-31583 Change 3008023 on 2016/06/09 by Martin.Mittring refactor noise code in shaders Change 3008127 on 2016/06/09 by Zabir.Hoque Merging back hot fixes: 1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS. 2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself. Change 3008129 on 2016/06/09 by Daniel.Wright Disabled r.ProfileGPU.PrintAssetSummary by default due to spam Change 3008169 on 2016/06/09 by Rolando.Caloca DR - Fix mobile rendering not freeing resource when using RHI thread Change 3008429 on 2016/06/09 by Uriel.Doyon Enabled texture streaming new metrics. Added progress bar while texture streaming is being built. Added debug shader validation to prevent crashes when there are uniform expression set mismatches. Added texture streaming build to "Build All" Change 3008436 on 2016/06/09 by Uriel.Doyon Fixed shipping build Change 3008833 on 2016/06/10 by Rolando.Caloca DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications Submitted by Allar PR #1864 #jira UE-24545 Change 3008842 on 2016/06/10 by Rolando.Caloca DR - Remove vertex densities view mode Change 3008857 on 2016/06/10 by John.Billon Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching. Change 3008870 on 2016/06/10 by Rolando.Caloca DR - Rebuild hlslcc libs (missing from last merge) Change 3008925 on 2016/06/10 by John.Billon Fixed r.ScreenPercentage.Editor #Jira UE-31549 Change 3009028 on 2016/06/10 by Daniel.Wright Shadow depth refactor * Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame * This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading * The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed * A large amount of duplicated code to handle each shadow type has been combined * Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency * 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures Change 3009032 on 2016/06/10 by Daniel.Wright Fixed crash with simple forward shading in the material editor Change 3009178 on 2016/06/10 by Rolando.Caloca DR - Add support for multi callbacks on HlslParser, added a write to string callback Change 3009268 on 2016/06/10 by Daniel.Wright Warning fixes Change 3009416 on 2016/06/10 by Martin.Mittring moved decal rendering code in common spot for upcoming MeshDecal rendering Change 3009433 on 2016/06/10 by John.Billon Adding ensures for translucency lighting volume render target acesses. #Jira UE-31578 Change 3009449 on 2016/06/10 by Daniel.Wright Fixed whole scene point light shadow depths getting rendered redundantly Change 3009675 on 2016/06/10 by Martin.Mittring fixed Clang compiling Change 3009815 on 2016/06/10 by Martin.Mittring renamed IsUsedWithDeferredDecal to IsDeferredDecal to be more correct Change 3009946 on 2016/06/10 by Martin.Mittring minor optimization Change 3010270 on 2016/06/11 by HaarmPieter.Duiker Update gamut transformations used when dumping EXRs to account for bug UE-29935 Change 3011423 on 2016/06/13 by Martin.Mittring fixed default of bOutputsVelocityInBasePass #code_review:Rolando.Caloca #test:PC Change 3011448 on 2016/06/13 by Martin.Mittring minor engine code cleanup #code_review:Olaf.Piesche #test:PC Change 3011991 on 2016/06/13 by Daniel.Wright Fixed downsampled translucency crash in VR Change 3011993 on 2016/06/13 by Daniel.Wright Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely' Mobility tooltips now reflect whether a primitive component or light component is being inspected Change 3012096 on 2016/06/13 by Daniel.Wright Missing file from cl 3011993 Change 3012546 on 2016/06/14 by John.Billon Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled #Jira OR-23282 Change 3012706 on 2016/06/14 by John.Billon Renamed r.ContactShadows.Enable to r.ContactShadows Change 3012992 on 2016/06/14 by Rolando.Caloca DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled - Added support for CustomPresent Change 3013030 on 2016/06/14 by Rolando.Caloca DR - vk - Fix dev issue Change 3013423 on 2016/06/14 by Martin.Mittring removed code redundancy for easier upcoming changes #test:PC Change 3013451 on 2016/06/14 by Martin.Mittring removed no longer needed debug cvar #test:PC Change 3013643 on 2016/06/14 by Zabir.Hoque Fix API only being inlined in the cpp and not avaialble in the .h Change 3013696 on 2016/06/14 by Olaf.Piesche Adding missing quality level spawn rate scaling on GPU emitters Change 3013736 on 2016/06/14 by Daniel.Wright Cached shadowmaps for whole scene point and spot light shadows * Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights) * Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving * Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached * Cached shadowmaps are copied each frame and then movable primitive depths composited * Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap) * 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness) * 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights) Change 3014103 on 2016/06/15 by Daniel.Wright Compile fix Change 3014507 on 2016/06/15 by Simon.Tovey Resurrected Niagara playground and moved to Samples/NotForLicencees Change 3014931 on 2016/06/15 by Martin.Mittring moved r.RenderInternals code into renderer to be able to access more low level data #test:PC, paragon Change 3014933 on 2016/06/15 by Martin.Mittring nicer text Change 3014956 on 2016/06/15 by Daniel.Wright Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD) Change 3014985 on 2016/06/15 by Uriel.Doyon Enabled Texture Build shaders on Mac Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping. Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets #jira UE-30566 #jira UE-31098 Change 3014995 on 2016/06/15 by Rolando.Caloca DR - vk - Removed RHI thread wait on acquire image - Move Descriptor pool into context Change 3015002 on 2016/06/15 by Rolando.Caloca DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine Change 3015041 on 2016/06/15 by Martin.Mittring fixed ImageValidator crashing when using files that exist only in ref or test folder Change 3015309 on 2016/06/15 by Rolando.Caloca DR - vk - Enable fence re-use on SDKs >= 1.0.16.0 Change 3015356 on 2016/06/15 by Rolando.Caloca DR - vk - Prep for staging buffer refactor Change 3015430 on 2016/06/15 by Martin.Mittring minor optimization for subsurfacescatteringprofile Change 3016097 on 2016/06/16 by Simon.Tovey Enabling Niagara by default in the Niagara playground Change 3016098 on 2016/06/16 by Simon.Tovey Some misc fixup to get niagara working again Change 3016183 on 2016/06/16 by Rolando.Caloca DR - vk - Recreate buffer view for volatile buffers Change 3016225 on 2016/06/16 by Marcus.Wassmer Duplicate reflection fixes from 4.12 hotfixes. Change 3016289 on 2016/06/16 by Chris.Bunner Always gather MP_Normal definitions as they can be shared by other material properties. #jira UE-31792 Change 3016294 on 2016/06/16 by Daniel.Wright Fix for ensure accessing CVarCacheWPOPrimitives in game Change 3016305 on 2016/06/16 by Daniel.Wright Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been Change 3016330 on 2016/06/16 by Daniel.Wright Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light Stats for shadowmap memory used under 'stat shadowrendering' Change 3016506 on 2016/06/16 by Daniel.Wright Fixed crash building map in SunTemple due to null access Change 3016703 on 2016/06/16 by Uriel.Doyon Fixed warning due to floating point imprecision when building texture streaming Change 3016718 on 2016/06/16 by Daniel.Wright Volume lighting samples use adaptive sampling final gather * Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting) Change 3016871 on 2016/06/16 by Max.Chen Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation. Copy from Dev-Sequencer #jira UE-32093 Change 3017189 on 2016/06/16 by Zabir.Hoque Fix GBuffer format selection type-o. #CodeReview: Marcus.Wassmer Change 3017241 on 2016/06/16 by Martin.Mittring optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing #code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden Change 3017856 on 2016/06/17 by Rolando.Caloca DR - Missing GL enum Change 3017910 on 2016/06/17 by Ben.Woodhouse - Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates - Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24) #RB:Keli.Hloedversson,Martin.Mittring Change 3018126 on 2016/06/17 by Ben.Woodhouse Fix build warning on Mac #RB:David.Hill Change 3018167 on 2016/06/17 by Chris.Bunner Handle case when float4 is passed to TransformPosition material node. #jira UE-24980 Change 3018246 on 2016/06/17 by Benjamin.Hyder Submitting Preliminary ShadowRefactor TestMap Change 3018330 on 2016/06/17 by Benjamin.Hyder labeled ShadowRefactor map Change 3018377 on 2016/06/17 by Chris.Bunner Removed additional node creation when initializing a RotateAboutAxis node. #jira UE-8034 Change 3018433 on 2016/06/17 by Rolando.Caloca DR - Fix some clang warnings on Vulkan Change 3018664 on 2016/06/17 by Martin.Mittring unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812) #test:PC #code_review:Marcus.Wassmer,Brian.Karis Change 3019023 on 2016/06/19 by Benjamin.Hyder Re-Labeled ShadowRefactor map Change 3019024 on 2016/06/19 by Benjamin.Hyder Correcting Translucent Volume (Non-Directional) settings Change 3019026 on 2016/06/19 by Benjamin.Hyder Correcting Lighting ShadowRefactor map Change 3019414 on 2016/06/20 by Allan.Bentham Refactor mobile shadows Change 3019494 on 2016/06/20 by Gil.Gribb Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering) Change 3019504 on 2016/06/20 by John.Billon -Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk. -Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints. -Created a small common interface for blueprints and the editor itself to use for exporting. #Jira UE-31429 Change 3019561 on 2016/06/20 by Gil.Gribb UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager. Change 3019616 on 2016/06/20 by Rolando.Caloca DR - Replicate change in DevRendering to fix splotches on characters with morph targets Change: 3019599 O - Fix flickering on heroes with morph targets Change 3019627 on 2016/06/20 by Rolando.Caloca DR - Doh! Compile fix Change 3019674 on 2016/06/20 by Simon.Tovey Ripped out the quick hacky VM debugger I wrote a while back. Over complicated the VM and didn't do enough work to justify it. Will revisit debugging and profiling of VM scripts in future. Change 3019691 on 2016/06/20 by Ben.Woodhouse Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed. This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs). #RB:Martin.Mittring, Daniel.Wright Change 3019741 on 2016/06/20 by John.Billon Fixed compile error on mac. Change 3019984 on 2016/06/20 by Martin.Mittring minor optimization Change 3020172 on 2016/06/20 by Zachary.Wilson Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none Change 3020195 on 2016/06/20 by Zachary.Wilson Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none Change 3020196 on 2016/06/20 by Rolando.Caloca DR - Appease static analysis Change 3020231 on 2016/06/20 by Zachary.Wilson Making basic shapes consistent distance field resolution scale. #rb: none Change 3020468 on 2016/06/20 by David.Hill CameraWS UE-29146 Change 3020502 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee Camera for RenderOutputValidation Change 3020508 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee for RenderOutputValidation Change 3020514 on 2016/06/20 by Benjamin.Hyder Setting Autoplay for AutomationMatinee (sequence) Change 3020561 on 2016/06/20 by Daniel.Wright Removed outdated comment on uniform expression assert Change 3021268 on 2016/06/21 by Daniel.Wright Scaled sphere intersection for indirect capsule shadows * Fixes the discontinuity when capsule axis points close to the light direction * GPU cost is effectively the same (more expensive to compute, but tighter culling) Change 3021325 on 2016/06/21 by Daniel.Wright Split ShadowRendering.cpp into ShadowDepthRendering.cpp Change 3021355 on 2016/06/21 by Daniel.Wright Fixed RTDF shadows (broken by shadowmap caching) Change 3021444 on 2016/06/21 by Daniel.Wright Fixed crash due to Depth drawing policy not using the default material shader map properly Change 3021543 on 2016/06/21 by Daniel.Wright Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns Change 3021749 on 2016/06/21 by Daniel.Wright Moved RenderBasePass and dependencies into BasePassRendering.cpp Moved RenderPrePass and dependencies into DepthRendering.cpp Change 3021766 on 2016/06/21 by Benjamin.Hyder Adding 150dynamiclights level to Dev-Folder Change 3021971 on 2016/06/21 by Daniel.Wright Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation * TLM_SurfacePerPixelLighting now behaves like TLM_Surface Change 3022760 on 2016/06/22 by Chris.Bunner Merge fixup. Change 3022911 on 2016/06/22 by Rolando.Caloca DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders Change 3023037 on 2016/06/22 by Rolando.Caloca DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed Change 3023139 on 2016/06/22 by Daniel.Wright Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled Change 3023231 on 2016/06/22 by Daniel.Wright Only allowing opaque per-object shadows or CSM in the mobile renderer Change 3023415 on 2016/06/22 by Daniel.Wright Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target Change 3024888 on 2016/06/23 by Daniel.Wright Fixed preshadows being rendered redundantly with multiple lights Change 3025119 on 2016/06/23 by Martin.Mittring added MeshDecal content to RenderTest Change 3025122 on 2016/06/23 by Martin.Mittring enabled DBuffer for RenderTest Change 3025153 on 2016/06/23 by Marc.Olano Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10. Needed to use world space without shader offsets, not absolute world space. Change 3025180 on 2016/06/23 by Marc.Olano Use translated world space for particle centers. Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables. Change 3025265 on 2016/06/23 by David.Hill Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer #jira UE-26165 Change 3025269 on 2016/06/23 by Ryan.Brucks Adding new Testmap for Pixel Depth Offset velocities with Temporal AA Change 3025345 on 2016/06/23 by Benjamin.Hyder Submitting MeshDecal Content Change 3025444 on 2016/06/23 by Benjamin.Hyder updating content for MeshDecal Change 3025491 on 2016/06/23 by Benjamin.Hyder Updating DecalMesh Textures Change 3025802 on 2016/06/23 by Martin.Mittring added to readme Change 3026475 on 2016/06/24 by Rolando.Caloca DR - Show current state of r.RHIThread.Enable when not using param Change 3026479 on 2016/06/24 by Rolando.Caloca DR - Upgrade glslang to 1.0.17.0 Change 3026480 on 2016/06/24 by Rolando.Caloca DR - Vulkan headers to 1.0.17.0 Change 3026481 on 2016/06/24 by Rolando.Caloca DR - Vulkan wrapper for extra logging Change 3026491 on 2016/06/24 by Rolando.Caloca DR - Missed file Change 3026574 on 2016/06/24 by Rolando.Caloca DR - vk - Enabled fence reuse on 1.0.17.0 - Added more logging info Change 3026656 on 2016/06/24 by Frank.Fella Niagara - Prevent sequencer uobjects from being garbage collected. Change 3026657 on 2016/06/24 by Benjamin.Hyder Updating Rendertestmap to latest Change 3026723 on 2016/06/24 by Rolando.Caloca DR - Fix for ES3.1 RHIs Change 3026784 on 2016/06/24 by Martin.Mittring New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on) Change 3026866 on 2016/06/24 by Olaf.Piesche #jira OR-18363 #jira UE-27780 fix distortion in particle macro uvs [CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
View.MeshDecalPrimSet.SortPrimitives();
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2943963 on 2016/04/14 by Daniel.Wright Shader compile errors are unsuppressed Change 2943978 on 2016/04/14 by Gil.Gribb UE4 - First pass at async loading improvements....mostly disabled. Change 2944021 on 2016/04/14 by Martin.Mittring fixed HLSL compiler warning Change 2944031 on 2016/04/14 by Martin.Mittring fixed ensures, wrapped some members behind get accessor functions Change 2944086 on 2016/04/14 by Martin.Mittring cleanup: removed not needed code Change 2944177 on 2016/04/14 by Daniel.Wright Clamp on FarShadowCascadeCount, prevents crashing from huge values Change 2944182 on 2016/04/14 by Martin.Mittring removed not needed code Change 2944250 on 2016/04/14 by Rolando.Caloca DR - vk - Minor fixes Change 2944286 on 2016/04/14 by Daniel.Wright Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions Added bShowPreviewPlane to planar reflection actors The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes Change 2944288 on 2016/04/14 by Daniel.Wright Fixed refraction with a world space normal Change 2944291 on 2016/04/14 by Daniel.Wright Panner nodes have an optional speed input Change 2944346 on 2016/04/14 by Rolando.Caloca DR - Fix Vulkan shader platform on Android - Added more info on checks() Change 2945007 on 2016/04/15 by Gil.Gribb Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering) Change 2945348 on 2016/04/15 by Daniel.Wright Fixed compile error Change 2945358 on 2016/04/15 by Olaf.Piesche #jira UE-29241 Sequential particle selection code was all sorts of weird. Rewrote and simplified. Change 2945941 on 2016/04/15 by Martin.Mittring added r.DisplayInternals to debug determinism for screen shot comparison Change 2945999 on 2016/04/15 by Martin.Mittring improved r.DisplayInternal output Change 2946023 on 2016/04/15 by Olaf.Piesche Adding missing call to Super::PostEditChangeProperty; UDN 286717 Change 2947155 on 2016/04/18 by Martin.Mittring started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up #test:PC Change 2947207 on 2016/04/18 by Martin.Mittring fixed engine compiling in shipping/test #code_review:Uriel.Doyan Change 2947212 on 2016/04/18 by Uriel.Doyon Lightmap density viewmode now shows the wanted resolution when the lighting isn't build. #jira UE-29317 Change 2947374 on 2016/04/18 by Uriel.Doyon Fixed support for resolution scale for the PostProcessVisualizeComplexity #jira UE-29473 Change 2947903 on 2016/04/19 by Gil.Gribb Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering) Change 2948019 on 2016/04/19 by Rolando.Caloca DR - Allow vk format as a target format for win Change 2948162 on 2016/04/19 by Simon.Tovey Fix for crash with Collision visualization. Change 2948419 on 2016/04/19 by Martin.Mittring fixed sort priority of translucent rendering (caused by recent checkin) Change 2948433 on 2016/04/19 by Martin.Mittring fixed memory handling of FRendererViewExtension Change 2948631 on 2016/04/19 by Martin.Mittring fixed compile error on Mac Change 2948832 on 2016/04/19 by Martin.Mittring fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues) Change 2949013 on 2016/04/19 by Martin.Mittring refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping this is useful for MeshDecals #test:PC, parallel on and off Change 2949620 on 2016/04/20 by Martin.Mittring fixed compiler warning Change 2949639 on 2016/04/20 by Uriel.Doyon Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader Change 2949721 on 2016/04/20 by Chris.Bunner Avoid creating additional inline code fragment casting matching uniform types. #jira UE-29089 Change 2949722 on 2016/04/20 by Chris.Bunner Prevent nullptr crash and added additional logging. #jira UE-28387 Change 2949913 on 2016/04/20 by Martin.Mittring marked ccommand as cheat Change 2950064 on 2016/04/20 by Martin.Mittring added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background Change 2950065 on 2016/04/20 by Martin.Mittring nicer debug printout Change 2950201 on 2016/04/20 by Martin.Mittring fixed UE-29752 Console commands input with " = " should display an error message Change 2950531 on 2016/04/20 by Martin.Mittring fixed comment Change 2951737 on 2016/04/21 by HaarmPieter.Duiker Adds support forHDR displays using Dolby PQ output Change 2951869 on 2016/04/21 by Martin.Mittring polish r.DisplayInternal Change 2951950 on 2016/04/21 by HaarmPieter.Duiker Reordered variable definition to address build warning Change 2951996 on 2016/04/21 by Martin.Mittring fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation", changed directory order to run locally it currently requires "r.ScreenshotDelegate=0" #code_review:Ben.Salem, Michael.Noland Change 2952146 on 2016/04/21 by Olaf.Piesche make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures Change 2952230 on 2016/04/21 by Martin.Mittring * Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec . * changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber #code_review:Daniel.Wright Change 2953173 on 2016/04/22 by Olaf.Piesche Adding UI for easilly browsing and switching in a folder full of stats dumps Change 2953213 on 2016/04/22 by Olaf.Piesche Renaming a stat to be more descriptive Change 2953393 on 2016/04/22 by Zabir.Hoque Get DX12 running again: - Port Shader Resource Table change - Line up VS outputs and ps inputs - Fix incorrectly defining a static global in a .h Change 2953453 on 2016/04/22 by Martin.Mittring polished r.DisplayInternal Change 2954618 on 2016/04/25 by Zabir.Hoque 2 Fixes: - GLSL does not understand "unsigned int", converted to "uint" - Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction. Change 2955369 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Fix some memory leaks in the frontend Change 2955403 on 2016/04/25 by Uriel.Doyon Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux. Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4 #jira UE-28840 Change 2955419 on 2016/04/25 by Rolando.Caloca DR - hlslcc - Reenabled support for static global variables being not const Change 2955432 on 2016/04/25 by Zabir.Hoque Fix build break from not undef'ing LOCTEXT_NAMESPACE Change 2955459 on 2016/04/25 by Zabir.Hoque TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque. Change 2956292 on 2016/04/26 by Zabir.Hoque Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output). #CodeReview: Jack.Porter, Allan.Bentham Change 2956662 on 2016/04/26 by Chris.Bunner Temporary fix for new Tonemapper issues. #jira UE-29935 Change 2957614 on 2016/04/27 by Marcus.Wassmer Fix PS4 shader compiler errors. Change 2958468 on 2016/04/27 by Rolando.Caloca DR - Fix hlslcc validation issue - Show error on SCW if shader format not found when running with -directcompile #jira UE-29982 Change 2959105 on 2016/04/28 by Rolando.Caloca DR - Rebuilt hlslcc for Mac Change 2959891 on 2016/04/28 by Daniel.Wright Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields Change 2959895 on 2016/04/28 by Daniel.Wright Work around build machine string matching heuristics that will cause a cook to fail Change 2959902 on 2016/04/28 by Daniel.Wright Added LowerHemisphereSolidColor to sky lights Change 2959930 on 2016/04/28 by Daniel.Wright Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles Change 2959933 on 2016/04/28 by Daniel.Wright Substring matching for console command suggestions * Only implemented in the editor, game uses UConsole which needs an entirely different implementation * Not sorting starting matches first, although that is desired Change 2959942 on 2016/04/28 by Daniel.Wright Gracefully handle when input string doesn't match search results Change 2960743 on 2016/04/29 by Gil.Gribb UE4 - UAT - Add map name to editortest command line. Change 2960940 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960955 on 2016/04/29 by Gil.Gribb UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled). Change 2960961 on 2016/04/29 by Chris.Bunner Potential material translator Lerp node pre-computations/optimizations. #jira OR-20138 Change 2961087 on 2016/04/29 by Gil.Gribb Fixed compile error in preflight relating to load time test rig Change 2962565 on 2016/05/02 by Gil.Gribb Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering) Change 2965058 on 2016/05/03 by Chris.Bunner Shader version bump. #lockdown Gil.Gribb #jira UE-30206 Change 2966554 on 2016/05/04 by Chris.Bunner Bumping shader version again, unintentionally polluted DDC previously. #lockdown Gil.Gribb #jira UE-30329 Change 2967183 on 2016/05/05 by Gil.Gribb UE4 - Fixed a bad hash on landscape grass components. Simple, safe. #lockdown nick.penwarden [CL 2967480 by Gil Gribb in Main branch]
2016-05-05 12:13:26 -04:00
if (View.State)
{
((FSceneViewState*)View.State)->TrimHistoryRenderTargets(Scene);
}
}
}
bool bCheckLightShafts = false;
if (Scene->GetFeatureLevel() <= ERHIFeatureLevel::ES3_1)
{
// Clear the mobile light shaft data.
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
View.bLightShaftUse = false;
View.LightShaftCenter.X = 0.0f;
View.LightShaftCenter.Y = 0.0f;
View.LightShaftColorMask = FLinearColor(0.0f,0.0f,0.0f);
View.LightShaftColorApply = FLinearColor(0.0f,0.0f,0.0f);
}
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
extern int32 GLightShafts;
bCheckLightShafts = ViewFamily.EngineShowFlags.LightShafts && GLightShafts;
}
if (ViewFamily.EngineShowFlags.HitProxies == 0)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_PostVisibilityFrameSetup_IndirectLightingCache_Update);
if (GILCUpdatePrimTaskEnabled)
{
Scene->IndirectLightingCache.StartUpdateCachePrimitivesTask(Scene, *this, true, OutILCTaskData);
}
else
{
Scene->IndirectLightingCache.UpdateCache(Scene, *this, true);
}
}
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_PostVisibilityFrameSetup_Light_Visibility);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
// determine visibility of each light
for(TSparseArray<FLightSceneInfoCompact>::TConstIterator LightIt(Scene->Lights);LightIt;++LightIt)
{
const FLightSceneInfoCompact& LightSceneInfoCompact = *LightIt;
const FLightSceneInfo* LightSceneInfo = LightSceneInfoCompact.LightSceneInfo;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
// view frustum cull lights in each view
for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
{
const FLightSceneProxy* Proxy = LightSceneInfo->Proxy;
FViewInfo& View = Views[ViewIndex];
FVisibleLightViewInfo& VisibleLightViewInfo = View.VisibleLightInfos[LightIt.GetIndex()];
// dir lights are always visible, and point/spot only if in the frustum
if (Proxy->GetLightType() == LightType_Point
|| Proxy->GetLightType() == LightType_Spot)
{
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
const float Radius = Proxy->GetRadius();
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
if (View.ViewFrustum.IntersectSphere(Proxy->GetOrigin(), Radius))
{
FSphere Bounds = Proxy->GetBoundingSphere();
float DistanceSquared = (Bounds.Center - View.ViewMatrices.ViewOrigin).SizeSquared();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3054480) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3045482 on 2016/07/11 by Zabir.Hoque DX12 Quries need to individually track their syncpoints. Only when resolving a query on the same frame should be stall. Change 3045929 on 2016/07/12 by Simon.Tovey Removing some deprecated node types from Niagara Change 3045951 on 2016/07/12 by Ben.Woodhouse D3D11 Log detailed live device info on shutdown if the debug layer is enabled (including resource types) Change 3046019 on 2016/07/12 by Chris.Bunner Fixed typo in material input name. #jira UE-5575 Change 3046053 on 2016/07/12 by Rolando.Caloca DR - Fix GL4 shutdown #jira UE-32799 Change 3046055 on 2016/07/12 by Rolando.Caloca DR - vk - Fix NumInstances=0 Change 3046063 on 2016/07/12 by Rolando.Caloca DR - vk - Added flat to uint layouts per glslang - Fix bad extension on dumped shaders Change 3046067 on 2016/07/12 by Rolando.Caloca DR - vk - Fix check when not using color RT - Added queue submit & present counters Change 3046088 on 2016/07/12 by Ben.Woodhouse Live GPU stats A non-hierarchical realtime high level GPU profiler with support for cumulative stat recording. Stats are added with SCOPED_GPU_STAT macros, e.g. SCOPED_GPU_STAT(RHICmdList, Stat_GPU_Distortion) The bulk of the files in this change are simply instrumentation for the renderer. The core changes are in SceneUtils.cpp/h and D3D11Query.cpp (this is the XB1/DX11X implementation of timestamp RHI queries, which was missing) Note: this is currently disabled by default. Enable with the cvar r.gpustatsenabled Tested on PC, XB1, PS4 Change 3046128 on 2016/07/12 by Olaf.Piesche Max draw distance and fade range for lights, requested by JonL Change 3046183 on 2016/07/12 by Ben.Woodhouse PR #2532: Fix SSAO being applied in unlit viewmode (Contributed by nick-penwarden) Change 3046223 on 2016/07/12 by Luke.Thatcher Fix Scene Cube Captures. SceneCaptureSource flag on the ViewFamily was not set for cube components. #jira UE-32345 Change 3046228 on 2016/07/12 by Marc.Olano Add Voronoi noise to Noise material node. Four versions with differing speed/quality levels accessed through the Quality value in the material node. Tooltips give estimates of the cost of each. Also includes spiffy new Rand3DPCG16 and Rand3DPCG32 int3 to int3 hash functions, and a 20% improvement on the computed gradient noise. Change 3046269 on 2016/07/12 by Rolando.Caloca DR - Skip flush on RHIDiscardRenderTargets and only use it on platforms that need it (ie OpenGL) Change 3046294 on 2016/07/12 by Rolando.Caloca DR - Fix static analyisis warning C6326: Potential comparison of a constant with another constant. Change 3046295 on 2016/07/12 by Rolando.Caloca DR - Fix the previous fix Change 3046731 on 2016/07/12 by Marc.Olano Fix typo in shader random number constant: repeated extra digit made it too big. Change 3046796 on 2016/07/12 by Uriel.Doyon The texture streaming manager now keeps a set of all valid textures. This is used to prevent from indirecting deleted memory upon SetTexturesRemovedTimestamp. #jira UE-33048 Change 3046800 on 2016/07/12 by Rolando.Caloca DR - vk - Added create image & renderpass dump Change 3046845 on 2016/07/12 by John.Billon Forgot to apply MaxGPUSkinBones Cvar access changes in a few locations. Change 3047023 on 2016/07/12 by Olaf.Piesche Niagara: -a bit of cleanup -now store and double buffer attributes individually, eliminating unnecessary copy of unused attributes -removed FNiagaraConstantMap, replaced with an instance of FNiagaraConstants -some code simplification -removed some deprecated structs and code used only by old content Change 3047052 on 2016/07/12 by Zabir.Hoque Unshelved from pending changelist '3044062': PR #2588: Adding blend mode BLEND_AlphaComposite (4.12) (Contributed by moritz-wundke) Change 3047727 on 2016/07/13 by Luke.Thatcher Fix Scene Capture Components only updating every other frame. #jira UE-32581 Change 3047919 on 2016/07/13 by Olaf.Piesche CMask decode, use in deferred decals, for PS4 Change 3047921 on 2016/07/13 by Uriel.Doyon "Build Texture Streaming" will now remove duplicate error msg when computing texcoord scales. Also, several texture messages are packed on the same line if they relate to the same material. Change 3047952 on 2016/07/13 by Rolando.Caloca DR - vk - Initial prep pass for separating combined images & samplers Change 3048648 on 2016/07/13 by Marcus.Wassmer Fix rare GPU hang when asynctexture reallocs would overlap with EndFrame Change 3049058 on 2016/07/13 by Rolando.Caloca DR - vk - timestamps Change 3049725 on 2016/07/14 by Marcus.Wassmer Fix autosdk bug where not having a platform directory sync'd at all would break manual SDK detection Change 3049742 on 2016/07/14 by Rolando.Caloca DR - Fix warning Change 3049902 on 2016/07/14 by Rolando.Caloca DR - Fix typo Change 3050345 on 2016/07/14 by Olaf.Piesche UE-23925 Clamping noise tessellation for beams at a high but sensible value; also making sure during beam index buffer building that we never get over 2^16 indices; this is a bit hokey, but there are so many variables that can influence triangle/index count, that this is the only way to be sure (short of nuking the entire site from orbit). Change 3050409 on 2016/07/14 by Olaf.Piesche Replicating 3049049; missing break and check for active particles when resolving a source point to avoid a potential crash Change 3050809 on 2016/07/14 by Rolando.Caloca DR - vk - Remove redundant validation layers Change 3051319 on 2016/07/15 by Ben.Woodhouse Fix for world space camera position not being exposed in decal pixel shaders; also fixes decal lighting missing spec and reflection The fix was to calculate ResolvedView at the top of the shader. Previously this was not initialized #jira UE-31976 Change 3051692 on 2016/07/15 by Rolando.Caloca DR - vk - Enable RHI thread by default Change 3052103 on 2016/07/15 by Uriel.Doyon Disabled depth offset in depth only pixel shaders when using debug view shaders (to prevent Z fighting). #jira UE-32765 Change 3052140 on 2016/07/15 by Rolando.Caloca DR - vk - Fix shader snafu Change 3052495 on 2016/07/15 by Rolando.Caloca DR - Fix for Win32 compile #jira UE-33349 Change 3052536 on 2016/07/15 by Uriel.Doyon Fixed texture streaming overbudget warning when using per texture bias. [CL 3054554 by Gil Gribb in Main branch]
2016-07-18 17:17:08 -04:00
float MaxDistSquared = Proxy->GetMaxDrawDistance() * Proxy->GetMaxDrawDistance();
const bool bDrawLight = (FMath::Square(FMath::Min(0.0002f, GMinScreenRadiusForLights / Bounds.W) * View.LODDistanceFactor) * DistanceSquared < 1.0f)
& (MaxDistSquared == 0 || DistanceSquared < MaxDistSquared);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
VisibleLightViewInfo.bInViewFrustum = bDrawLight;
}
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
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}
else
{
VisibleLightViewInfo.bInViewFrustum = true;
static const auto CVarMobileMSAA = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MobileMSAA"));
bool bNotMobileMSAA = !(CVarMobileMSAA ? CVarMobileMSAA->GetValueOnRenderThread() > 1 : false);
// Setup single sun-shaft from direction lights for mobile.
if(bCheckLightShafts && LightSceneInfo->bEnableLightShaftBloom)
{
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
// Find directional light for sun shafts.
// Tweaked values from UE3 implementation.
const float PointLightFadeDistanceIncrease = 200.0f;
const float PointLightRadiusFadeFactor = 5.0f;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
const FVector WorldSpaceBlurOrigin = LightSceneInfo->Proxy->GetPosition();
// Transform into post projection space
FVector4 ProjectedBlurOrigin = View.WorldToScreen(WorldSpaceBlurOrigin);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
const float DistanceToBlurOrigin = (View.ViewMatrices.ViewOrigin - WorldSpaceBlurOrigin).Size() + PointLightFadeDistanceIncrease;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
// Don't render if the light's origin is behind the view
if(ProjectedBlurOrigin.W >= 0.0f
// Don't render point lights that have completely faded out
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2981742) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2967522 on 2016/05/05 by Martin.Mittring fixed UE-30208 Ensure taking high resolution screenshot renamed cvar from r.SaveUncompressedEXRFrame to r.SaveEXR.CompressionQuality and change meaning Change 2967541 on 2016/05/05 by Martin.Mittring added cvar help entry to the editor menu Change 2967544 on 2016/05/05 by Martin.Mittring * added ensures to track down UE-22073 [CrashReport] Crash when changing Editor Window Size - FDeferredShadingSceneRenderer::ClearTranslucentVolumeLighting() * fixed typo * improved r.DisplayInternals Change 2967685 on 2016/05/05 by Rolando.Caloca DR - Fix 2013 compile #jira UE-30369 Change 2967883 on 2016/05/05 by Olaf.Piesche Making inherit rotation work for mesh particles #jira UE-30153 Change 2967948 on 2016/05/05 by Daniel.Wright MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) Change 2967954 on 2016/05/05 by Daniel.Wright New refraction mode 'Pixel Normal Offset', which uses the difference between the per-pixel normal and the per-vertex normal to compute the refraction offset. This is useful for refraction from large water surfaces without reading outside of screen bounds as much. Change 2967970 on 2016/05/05 by Olaf.Piesche Improvement for depth buffer collision; reduce tunneling by sampling midpoint instead of predicted position. #jira UE-27297 Change 2968125 on 2016/05/05 by Daniel.Wright Hopeful fix for mac compile error with enum Change 2968126 on 2016/05/05 by Daniel.Wright Forward declare to fix compile error Change 2969070 on 2016/05/06 by Martin.Mittring fixed Clang Compile error Change 2969224 on 2016/05/06 by Martin.Mittring fixed Clang Change 2969275 on 2016/05/06 by Rolando.Caloca DR - Fix for simulation time from BP not matching material editor expression time #jira UE-26431 Change 2969413 on 2016/05/06 by Daniel.Wright Simple forward shading path * Support for a directional light in the base pass, which can be shadowed either by distance field shadowmaps or a single shadow factor from the Indirect Lighting Cache * Binding and outputting to GBuffers is disabled when using simple forward shading, along with dependencies of the GBuffers * Specular, normal maps and the 3rd SH band of skylighting are all hardcoded off. Materials are forced fully rough. * Enabled with 'r.SimpleForwardShading 1', which can be changed at runtime * Added r.SupportSimpleForwardShading, which determines if the necessary shaders are compiled * Removed r.SimpleDynamicLighting, whose functionality (unshadowed directional light in the base pass) is a subset of simple forward shading, and was unused Change 2969414 on 2016/05/06 by Daniel.Wright Added cvar 'r.Fog' for scalability Change 2969415 on 2016/05/06 by Daniel.Wright Low end scalability setup for Paragon Change 2969583 on 2016/05/06 by Daniel.Wright Effectively disabled the WRITES_PRECSHADOWFACTOR_TO_GBUFFER optimization, as all combinations use the GBuffer target * This fixes bSingleSampleShadowFromStationaryLights which was broken in cl 2863775 when selective GBuffer outputs was enabled Change 2969597 on 2016/05/06 by Olaf.Piesche Adding emitter tick times to Cascade viewport overlays #jira UE-25172 Change 2969599 on 2016/05/06 by Daniel.Wright Added r.Shadow.ForceSingleSampleShadowingFromStationary for scalability Change 2969795 on 2016/05/06 by Daniel.Wright Made r.SimpleForwardShading a scalability cvar Change 2969796 on 2016/05/06 by Daniel.Wright Enabled simple forward shading for the lowest shadow quality in Paragon * Moved Orion.Character.NonLocalHeroPreshadows to be under shadow quality * Enabling r.Shadow.ForceSingleSampleShadowingFromStationary when shadows are disabled through r.ShadowQuality Change 2972338 on 2016/05/10 by Martin.Mittring Added ImageValidator V0.11 to Perforce (for automated screenshot comparison) Change 2972450 on 2016/05/10 by Martin.Mittring fixed sorting issues, added column sort Change 2972564 on 2016/05/10 by Martin.Mittring fixed PixelCountToFail Change 2972572 on 2016/05/10 by Martin.Mittring added color Change 2972667 on 2016/05/10 by Daniel.Wright Capsule shadows support an off-center projection - fixes stereo rendering Indirect lighting cache is updated for primitives with a visible indirect capsule shadow - fixes indirect shadows disappearing when the caster is off-screen in the Static skylight case Change 2972687 on 2016/05/10 by Martin.Mittring split data from view Change 2972713 on 2016/05/10 by Martin.Mittring background validation Change 2972742 on 2016/05/10 by Martin.Mittring do not lock files in folder Change 2972837 on 2016/05/10 by Daniel.Wright Comment for tiled reflection culling edge failure case Change 2972891 on 2016/05/10 by Daniel.Wright Simple forward shading only supported on PC now Change 2972927 on 2016/05/10 by Martin.Mittring fixed comparison, added directory watcher Change 2972952 on 2016/05/10 by Martin.Mittring tooltips Change 2972965 on 2016/05/10 by Martin.Mittring readme Change 2972986 on 2016/05/10 by Martin.Mittring polish Change 2973015 on 2016/05/10 by Zabir.Hoque Clamp max cubemap resolutions for reflection capture component. Change 2973067 on 2016/05/10 by Uriel.Doyon Removed temporary streaming data from ULevel. Now the data goes directly in FStreamingManagerTexture. Removed deprecated classes and structures associated with old data. Uniformized dynamic primitives and static primitives streaming logic. Static primitive instances are now bound to level component and have visibility information. MeshTexCoordSize Debug now shows live update when tweaking "StreamingDistanceMultiplier" Change 2973129 on 2016/05/10 by Martin.Mittring fixed crash (uninit var) Change 2973167 on 2016/05/10 by Olaf.Piesche Fixing mac compiler warnings; removed beam tangent from particle source and target, as it's treated separately anyway. Change 2973654 on 2016/05/11 by Gil.Gribb FIxed bad resolve from main merge Change 2973787 on 2016/05/11 by Simon.Tovey PR #2080: Added 7 additional blueprint nodes and assoicated functions to Particle System Compoenent (Contributed by alwintom) #2080 Change 2973794 on 2016/05/11 by Simon.Tovey GitHub 1646 : Increase Wireframe Linear Color Value for Particles in Cascade Preview viewport #1646 Change 2973814 on 2016/05/11 by Chris.Bunner Fixed D3D warning. Change 2973868 on 2016/05/11 by Martin.Mittring fixed compiler warning Change 2974104 on 2016/05/11 by Uriel.Doyon Optimized TextureStreaming ASync task by improving cache efficency. Removed ForcedFullyLoad texture sets and merged them with the other entries (to prevent checking in two data structures). Change 2974163 on 2016/05/11 by Uriel.Doyon Fixed Editor Build Change 2974263 on 2016/05/11 by Olaf.Piesche Fix for particle beam source/target selection Change 2974313 on 2016/05/11 by Martin.Mittring nicer icon Change 2974632 on 2016/05/11 by Martin.Mittring zoom (mouse wheel) and pan support Change 2974651 on 2016/05/11 by Martin.Mittring UE-30565 Blend Radius does not override Priority for blendable post process material array #test:PC Change 2974994 on 2016/05/12 by Uriel.Doyon Fixed uninitialized members in texture streaming when updating dynamic primitives. #jira UE-30632 Change 2975514 on 2016/05/12 by Olaf.Piesche Getting mesh particle transform down to pixel shader, making available in TransformVector/TransformPosition nodes #udn 288158, and requests from several artists Change 2975970 on 2016/05/12 by Zabir.Hoque Enable setting high precision normals/tangets as a part of static mesh import. Change 2976134 on 2016/05/12 by Daniel.Wright Moved RHI prefix out of command list macros so you can find callers in a Find in Files for RHIBlendState, etc Change 2976135 on 2016/05/12 by Daniel.Wright Added material property bAllowNegativeEmissiveColor which is useful when rendering to an offscreen render target Change 2976139 on 2016/05/12 by Daniel.Wright Blueprint can now be used to draw to a TextureRenderTarget2D with DrawMaterialToRenderTarget Canvas can now draw to a TextureRenderTarget2D in a Blueprint with BeginDrawCanvasToRenderTarget / EndDrawCanvasToRenderTarget Change 2976199 on 2016/05/12 by Brian.Karis Improved screen space ray cast intersection heuristic. Change 2976203 on 2016/05/12 by Brian.Karis Fixed hair NaNs Change 2976214 on 2016/05/12 by Zabir.Hoque Fix compiler error on Clang Change 2976239 on 2016/05/12 by Brian.Karis Improved hair shadows Change 2976240 on 2016/05/12 by Brian.Karis Made recompileshaders specific file work again. Kind of hacky but better than nothing Change 2976290 on 2016/05/12 by Zabir.Hoque Few more clang compiler fixes. #jira UE-30713 Change 2976517 on 2016/05/13 by Zabir.Hoque Final set of fixes for compile breaks. Change 2976535 on 2016/05/13 by Zabir.Hoque Fix mono builds Change 2977270 on 2016/05/13 by Zabir.Hoque Incorrectly used 7 as max texcoords. Corrected to #define MAX_TEX_COORDS #lockdown gil.gribb Change 2980140 on 2016/05/17 by Gil.Gribb Merging //UE4/Dev-Main@2980127 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden Change 2980211 on 2016/05/17 by Ben.Marsh EC: Build DDC in Dev-Rendering every 3 hours. #lockdown Gil.Gribb Change 2980876 on 2016/05/17 by Michael.Trepka Metal shader compile fix #lockdown gil.gribb [CL 2981788 by Gil Gribb in Main branch]
2016-05-18 09:31:59 -04:00
&& (LightSceneInfo->Proxy->GetLightType() == LightType_Directional
|| DistanceToBlurOrigin < LightSceneInfo->Proxy->GetRadius() * PointLightRadiusFadeFactor))
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
{
View.bLightShaftUse = bNotMobileMSAA;
View.LightShaftCenter.X = ProjectedBlurOrigin.X / ProjectedBlurOrigin.W;
View.LightShaftCenter.Y = ProjectedBlurOrigin.Y / ProjectedBlurOrigin.W;
// TODO: Might want to hookup different colors for these.
View.LightShaftColorMask = LightSceneInfo->BloomTint;
View.LightShaftColorApply = LightSceneInfo->BloomTint;
// Apply bloom scale
View.LightShaftColorMask *= FLinearColor(LightSceneInfo->BloomScale, LightSceneInfo->BloomScale, LightSceneInfo->BloomScale, 1.0f);
View.LightShaftColorApply *= FLinearColor(LightSceneInfo->BloomScale, LightSceneInfo->BloomScale, LightSceneInfo->BloomScale, 1.0f);
}
}
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
}
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
// Draw shapes for reflection captures
if( View.bIsReflectionCapture && VisibleLightViewInfo.bInViewFrustum && Proxy->HasStaticLighting() && Proxy->GetLightType() != LightType_Directional )
{
FVector Origin = Proxy->GetOrigin();
FVector ToLight = Origin - View.ViewMatrices.ViewOrigin;
float DistanceSqr = ToLight | ToLight;
float Radius = Proxy->GetRadius();
if( DistanceSqr < Radius * Radius )
{
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
FVector4 PositionAndInvRadius;
FVector4 ColorAndFalloffExponent;
FVector Direction;
FVector2D SpotAngles;
float SourceRadius;
float SourceLength;
float MinRoughness;
Proxy->GetParameters( PositionAndInvRadius, ColorAndFalloffExponent, Direction, SpotAngles, SourceRadius, SourceLength, MinRoughness );
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
// Force to be at least 0.75 pixels
float CubemapSize = 128.0f;
float Distance = FMath::Sqrt( DistanceSqr );
float MinRadius = Distance * 0.75f / CubemapSize;
SourceRadius = FMath::Max( MinRadius, SourceRadius );
// Snap to cubemap pixel center to reduce aliasing
FVector Scale = ToLight.GetAbs();
int32 MaxComponent = Scale.X > Scale.Y ? ( Scale.X > Scale.Z ? 0 : 2 ) : ( Scale.Y > Scale.Z ? 1 : 2 );
for( int32 k = 1; k < 3; k++ )
{
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
float Projected = ToLight[ (MaxComponent + k) % 3 ] / Scale[ MaxComponent ];
float Quantized = ( FMath::RoundToFloat( Projected * (0.5f * CubemapSize) - 0.5f ) + 0.5f ) / (0.5f * CubemapSize);
ToLight[ (MaxComponent + k) % 3 ] = Quantized * Scale[ MaxComponent ];
}
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
Origin = ToLight + View.ViewMatrices.ViewOrigin;
FLinearColor Color( ColorAndFalloffExponent );
if( Proxy->IsInverseSquared() )
{
float LightRadiusMask = FMath::Square( 1.0f - FMath::Square( DistanceSqr * FMath::Square( PositionAndInvRadius.W ) ) );
Color *= LightRadiusMask;
// Correction for lumen units
Color *= 16.0f;
}
else
{
// Remove inverse square falloff
Color *= DistanceSqr + 1.0f;
// Apply falloff
Color *= FMath::Pow( 1.0f - DistanceSqr * FMath::Square( PositionAndInvRadius.W ), ColorAndFalloffExponent.W );
}
// Spot falloff
FVector L = ToLight.GetSafeNormal();
Color *= FMath::Square( FMath::Clamp( ( (L | Direction) - SpotAngles.X ) * SpotAngles.Y, 0.0f, 1.0f ) );
// Scale by visible area
Color /= PI * FMath::Square( SourceRadius );
// Always opaque
Color.A = 1.0f;
FViewElementPDI LightPDI( &View, NULL );
FMaterialRenderProxy* const ColoredMeshInstance = new(FMemStack::Get()) FColoredMaterialRenderProxy( GEngine->DebugMeshMaterial->GetRenderProxy(false), Color );
DrawSphere( &LightPDI, Origin, FVector( SourceRadius, SourceRadius, SourceRadius ), 8, 6, ColoredMeshInstance, SDPG_World );
}
}
}
}
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
}
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_PostVisibilityFrameSetup_InitFogConstants);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2981742) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2967522 on 2016/05/05 by Martin.Mittring fixed UE-30208 Ensure taking high resolution screenshot renamed cvar from r.SaveUncompressedEXRFrame to r.SaveEXR.CompressionQuality and change meaning Change 2967541 on 2016/05/05 by Martin.Mittring added cvar help entry to the editor menu Change 2967544 on 2016/05/05 by Martin.Mittring * added ensures to track down UE-22073 [CrashReport] Crash when changing Editor Window Size - FDeferredShadingSceneRenderer::ClearTranslucentVolumeLighting() * fixed typo * improved r.DisplayInternals Change 2967685 on 2016/05/05 by Rolando.Caloca DR - Fix 2013 compile #jira UE-30369 Change 2967883 on 2016/05/05 by Olaf.Piesche Making inherit rotation work for mesh particles #jira UE-30153 Change 2967948 on 2016/05/05 by Daniel.Wright MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) Change 2967954 on 2016/05/05 by Daniel.Wright New refraction mode 'Pixel Normal Offset', which uses the difference between the per-pixel normal and the per-vertex normal to compute the refraction offset. This is useful for refraction from large water surfaces without reading outside of screen bounds as much. Change 2967970 on 2016/05/05 by Olaf.Piesche Improvement for depth buffer collision; reduce tunneling by sampling midpoint instead of predicted position. #jira UE-27297 Change 2968125 on 2016/05/05 by Daniel.Wright Hopeful fix for mac compile error with enum Change 2968126 on 2016/05/05 by Daniel.Wright Forward declare to fix compile error Change 2969070 on 2016/05/06 by Martin.Mittring fixed Clang Compile error Change 2969224 on 2016/05/06 by Martin.Mittring fixed Clang Change 2969275 on 2016/05/06 by Rolando.Caloca DR - Fix for simulation time from BP not matching material editor expression time #jira UE-26431 Change 2969413 on 2016/05/06 by Daniel.Wright Simple forward shading path * Support for a directional light in the base pass, which can be shadowed either by distance field shadowmaps or a single shadow factor from the Indirect Lighting Cache * Binding and outputting to GBuffers is disabled when using simple forward shading, along with dependencies of the GBuffers * Specular, normal maps and the 3rd SH band of skylighting are all hardcoded off. Materials are forced fully rough. * Enabled with 'r.SimpleForwardShading 1', which can be changed at runtime * Added r.SupportSimpleForwardShading, which determines if the necessary shaders are compiled * Removed r.SimpleDynamicLighting, whose functionality (unshadowed directional light in the base pass) is a subset of simple forward shading, and was unused Change 2969414 on 2016/05/06 by Daniel.Wright Added cvar 'r.Fog' for scalability Change 2969415 on 2016/05/06 by Daniel.Wright Low end scalability setup for Paragon Change 2969583 on 2016/05/06 by Daniel.Wright Effectively disabled the WRITES_PRECSHADOWFACTOR_TO_GBUFFER optimization, as all combinations use the GBuffer target * This fixes bSingleSampleShadowFromStationaryLights which was broken in cl 2863775 when selective GBuffer outputs was enabled Change 2969597 on 2016/05/06 by Olaf.Piesche Adding emitter tick times to Cascade viewport overlays #jira UE-25172 Change 2969599 on 2016/05/06 by Daniel.Wright Added r.Shadow.ForceSingleSampleShadowingFromStationary for scalability Change 2969795 on 2016/05/06 by Daniel.Wright Made r.SimpleForwardShading a scalability cvar Change 2969796 on 2016/05/06 by Daniel.Wright Enabled simple forward shading for the lowest shadow quality in Paragon * Moved Orion.Character.NonLocalHeroPreshadows to be under shadow quality * Enabling r.Shadow.ForceSingleSampleShadowingFromStationary when shadows are disabled through r.ShadowQuality Change 2972338 on 2016/05/10 by Martin.Mittring Added ImageValidator V0.11 to Perforce (for automated screenshot comparison) Change 2972450 on 2016/05/10 by Martin.Mittring fixed sorting issues, added column sort Change 2972564 on 2016/05/10 by Martin.Mittring fixed PixelCountToFail Change 2972572 on 2016/05/10 by Martin.Mittring added color Change 2972667 on 2016/05/10 by Daniel.Wright Capsule shadows support an off-center projection - fixes stereo rendering Indirect lighting cache is updated for primitives with a visible indirect capsule shadow - fixes indirect shadows disappearing when the caster is off-screen in the Static skylight case Change 2972687 on 2016/05/10 by Martin.Mittring split data from view Change 2972713 on 2016/05/10 by Martin.Mittring background validation Change 2972742 on 2016/05/10 by Martin.Mittring do not lock files in folder Change 2972837 on 2016/05/10 by Daniel.Wright Comment for tiled reflection culling edge failure case Change 2972891 on 2016/05/10 by Daniel.Wright Simple forward shading only supported on PC now Change 2972927 on 2016/05/10 by Martin.Mittring fixed comparison, added directory watcher Change 2972952 on 2016/05/10 by Martin.Mittring tooltips Change 2972965 on 2016/05/10 by Martin.Mittring readme Change 2972986 on 2016/05/10 by Martin.Mittring polish Change 2973015 on 2016/05/10 by Zabir.Hoque Clamp max cubemap resolutions for reflection capture component. Change 2973067 on 2016/05/10 by Uriel.Doyon Removed temporary streaming data from ULevel. Now the data goes directly in FStreamingManagerTexture. Removed deprecated classes and structures associated with old data. Uniformized dynamic primitives and static primitives streaming logic. Static primitive instances are now bound to level component and have visibility information. MeshTexCoordSize Debug now shows live update when tweaking "StreamingDistanceMultiplier" Change 2973129 on 2016/05/10 by Martin.Mittring fixed crash (uninit var) Change 2973167 on 2016/05/10 by Olaf.Piesche Fixing mac compiler warnings; removed beam tangent from particle source and target, as it's treated separately anyway. Change 2973654 on 2016/05/11 by Gil.Gribb FIxed bad resolve from main merge Change 2973787 on 2016/05/11 by Simon.Tovey PR #2080: Added 7 additional blueprint nodes and assoicated functions to Particle System Compoenent (Contributed by alwintom) #2080 Change 2973794 on 2016/05/11 by Simon.Tovey GitHub 1646 : Increase Wireframe Linear Color Value for Particles in Cascade Preview viewport #1646 Change 2973814 on 2016/05/11 by Chris.Bunner Fixed D3D warning. Change 2973868 on 2016/05/11 by Martin.Mittring fixed compiler warning Change 2974104 on 2016/05/11 by Uriel.Doyon Optimized TextureStreaming ASync task by improving cache efficency. Removed ForcedFullyLoad texture sets and merged them with the other entries (to prevent checking in two data structures). Change 2974163 on 2016/05/11 by Uriel.Doyon Fixed Editor Build Change 2974263 on 2016/05/11 by Olaf.Piesche Fix for particle beam source/target selection Change 2974313 on 2016/05/11 by Martin.Mittring nicer icon Change 2974632 on 2016/05/11 by Martin.Mittring zoom (mouse wheel) and pan support Change 2974651 on 2016/05/11 by Martin.Mittring UE-30565 Blend Radius does not override Priority for blendable post process material array #test:PC Change 2974994 on 2016/05/12 by Uriel.Doyon Fixed uninitialized members in texture streaming when updating dynamic primitives. #jira UE-30632 Change 2975514 on 2016/05/12 by Olaf.Piesche Getting mesh particle transform down to pixel shader, making available in TransformVector/TransformPosition nodes #udn 288158, and requests from several artists Change 2975970 on 2016/05/12 by Zabir.Hoque Enable setting high precision normals/tangets as a part of static mesh import. Change 2976134 on 2016/05/12 by Daniel.Wright Moved RHI prefix out of command list macros so you can find callers in a Find in Files for RHIBlendState, etc Change 2976135 on 2016/05/12 by Daniel.Wright Added material property bAllowNegativeEmissiveColor which is useful when rendering to an offscreen render target Change 2976139 on 2016/05/12 by Daniel.Wright Blueprint can now be used to draw to a TextureRenderTarget2D with DrawMaterialToRenderTarget Canvas can now draw to a TextureRenderTarget2D in a Blueprint with BeginDrawCanvasToRenderTarget / EndDrawCanvasToRenderTarget Change 2976199 on 2016/05/12 by Brian.Karis Improved screen space ray cast intersection heuristic. Change 2976203 on 2016/05/12 by Brian.Karis Fixed hair NaNs Change 2976214 on 2016/05/12 by Zabir.Hoque Fix compiler error on Clang Change 2976239 on 2016/05/12 by Brian.Karis Improved hair shadows Change 2976240 on 2016/05/12 by Brian.Karis Made recompileshaders specific file work again. Kind of hacky but better than nothing Change 2976290 on 2016/05/12 by Zabir.Hoque Few more clang compiler fixes. #jira UE-30713 Change 2976517 on 2016/05/13 by Zabir.Hoque Final set of fixes for compile breaks. Change 2976535 on 2016/05/13 by Zabir.Hoque Fix mono builds Change 2977270 on 2016/05/13 by Zabir.Hoque Incorrectly used 7 as max texcoords. Corrected to #define MAX_TEX_COORDS #lockdown gil.gribb Change 2980140 on 2016/05/17 by Gil.Gribb Merging //UE4/Dev-Main@2980127 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden Change 2980211 on 2016/05/17 by Ben.Marsh EC: Build DDC in Dev-Rendering every 3 hours. #lockdown Gil.Gribb Change 2980876 on 2016/05/17 by Michael.Trepka Metal shader compile fix #lockdown gil.gribb [CL 2981788 by Gil Gribb in Main branch]
2016-05-18 09:31:59 -04:00
InitFogConstants();
}
}
uint32 GetShadowQuality();
/**
* Initialize scene's views.
* Check visibility, sort translucent items, etc.
*/
bool FDeferredShadingSceneRenderer::InitViews(FRHICommandListImmediate& RHICmdList, struct FILCUpdatePrimTaskData& ILCTaskData, FGraphEventArray& SortEvents)
{
SCOPE_CYCLE_COUNTER(STAT_InitViewsTime);
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Rendering @ 2943238) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2932679 on 2016/04/04 by Martin.Mittring remove hack/cvar that is not longer needed as we fixed the bug #rb:Bob.Tellez #code_review:Bob.Tellez Change 2932681 on 2016/04/04 by Martin.Mittring fixed cvars in consolevariables.ini can affect engine even if marked with cheat (no longer load consolevariables.ini in shipping and test), unified 3 code path, added testcase, cvars with cheat in ini file other than consolevariables.ini now trigger ensure, =on/off/true/false/.. works in all ini files, added enure if non scalability setting are used in ScalabilityIni (get now ignored) #rb:David.Hill #code_review:Marcus.Wassmer, Michael.Noland Change 2932719 on 2016/04/04 by Marcus.Wassmer Merge 3 band SH back to DevRendering #rb Daniel.Wright Change 2932760 on 2016/04/04 by Zabir.Hoque Migrating high resolution cubemaps for skylight and reflection probes. #rb: Daniel.Wright Change 2933121 on 2016/04/05 by Rolando.Caloca DR - vk - Fix free blocks not getting joined - Fix compile issue Change 2933122 on 2016/04/05 by Rolando.Caloca DR - Do not shorten dumped shaders path Change 2933126 on 2016/04/05 by Rolando.Caloca DR - vk - Index Buffers using new resource management Change 2933127 on 2016/04/05 by Rolando.Caloca DR - vk - Extract multibuffer off index buffer Change 2933131 on 2016/04/05 by Rolando.Caloca DR - vk - Transition to vb's using mutlibuffer Change 2933136 on 2016/04/05 by Rolando.Caloca DR - vk - Change staging buffers to use resource allocation system - Fix free block not getting joined - Remove define Change 2933140 on 2016/04/05 by Rolando.Caloca DR - vk - 'static' textures now use resource mgmt - Release free pages back to the OS - Remove ensure Change 2933152 on 2016/04/05 by Rolando.Caloca DR - vk - Fix aliasing granularity - Fix renderpass end/copy buffer ensure Change 2933155 on 2016/04/05 by Rolando.Caloca DR - SCW - Fix for -directcompile to directly load file for preprocessor Change 2933158 on 2016/04/05 by Rolando.Caloca DR - hlslcc - Error on Metal if trying to R & W on RWTextures - Fix indices on RW reads to be unsigned #codereview Mark.Satterthwaite, Michael.Trepka Change 2933169 on 2016/04/05 by Rolando.Caloca DR - vk - Move header to public to match changes on DevMobile Change 2933173 on 2016/04/05 by David.Hill Deferred decal rendering with negative scale #rb:Matrin.Mittring #jira:UE-27389 Change 2933273 on 2016/04/05 by Rolando.Caloca DR - vk - Fix renderdoc markers Change 2933274 on 2016/04/05 by Rolando.Caloca DR - Support for -AttachDebugger Change 2933316 on 2016/04/05 by Rolando.Caloca DR - vk - Compile fix whene enabling define Change 2933334 on 2016/04/05 by Rolando.Caloca DR - Compile fix #codereview Martin.Mittring Change 2933805 on 2016/04/05 by Brian.Karis Temporal AA dynamic antighosting. Fixed DOF Change 2933811 on 2016/04/05 by Brian.Karis Fixed area light NaNs. Improvements to area lights. Horizen handling for wrap around. Change 2933812 on 2016/04/05 by Brian.Karis Fixed fresnel on SSS skin. Change 2933813 on 2016/04/05 by Brian.Karis Tessellation fix Change 2933816 on 2016/04/05 by Brian.Karis Improved forward shading support [CL 2943241 by Gil Gribb in Main branch]
2016-04-13 21:24:38 -04:00
const bool bWillApplyTemporalAA = GPostProcessing.AllowFullPostProcessing(View, FeatureLevel) || (View.bIsPlanarReflection && FeatureLevel >= ERHIFeatureLevel::SM4);
if (!bWillApplyTemporalAA)
{
// Disable anti-aliasing if we are not going to be able to apply final post process effects
View.FinalPostProcessSettings.AntiAliasingMethod = AAM_None;
}
}
PreVisibilityFrameSetup(RHICmdList);
ComputeViewVisibility(RHICmdList);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2981742) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2967522 on 2016/05/05 by Martin.Mittring fixed UE-30208 Ensure taking high resolution screenshot renamed cvar from r.SaveUncompressedEXRFrame to r.SaveEXR.CompressionQuality and change meaning Change 2967541 on 2016/05/05 by Martin.Mittring added cvar help entry to the editor menu Change 2967544 on 2016/05/05 by Martin.Mittring * added ensures to track down UE-22073 [CrashReport] Crash when changing Editor Window Size - FDeferredShadingSceneRenderer::ClearTranslucentVolumeLighting() * fixed typo * improved r.DisplayInternals Change 2967685 on 2016/05/05 by Rolando.Caloca DR - Fix 2013 compile #jira UE-30369 Change 2967883 on 2016/05/05 by Olaf.Piesche Making inherit rotation work for mesh particles #jira UE-30153 Change 2967948 on 2016/05/05 by Daniel.Wright MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) Change 2967954 on 2016/05/05 by Daniel.Wright New refraction mode 'Pixel Normal Offset', which uses the difference between the per-pixel normal and the per-vertex normal to compute the refraction offset. This is useful for refraction from large water surfaces without reading outside of screen bounds as much. Change 2967970 on 2016/05/05 by Olaf.Piesche Improvement for depth buffer collision; reduce tunneling by sampling midpoint instead of predicted position. #jira UE-27297 Change 2968125 on 2016/05/05 by Daniel.Wright Hopeful fix for mac compile error with enum Change 2968126 on 2016/05/05 by Daniel.Wright Forward declare to fix compile error Change 2969070 on 2016/05/06 by Martin.Mittring fixed Clang Compile error Change 2969224 on 2016/05/06 by Martin.Mittring fixed Clang Change 2969275 on 2016/05/06 by Rolando.Caloca DR - Fix for simulation time from BP not matching material editor expression time #jira UE-26431 Change 2969413 on 2016/05/06 by Daniel.Wright Simple forward shading path * Support for a directional light in the base pass, which can be shadowed either by distance field shadowmaps or a single shadow factor from the Indirect Lighting Cache * Binding and outputting to GBuffers is disabled when using simple forward shading, along with dependencies of the GBuffers * Specular, normal maps and the 3rd SH band of skylighting are all hardcoded off. Materials are forced fully rough. * Enabled with 'r.SimpleForwardShading 1', which can be changed at runtime * Added r.SupportSimpleForwardShading, which determines if the necessary shaders are compiled * Removed r.SimpleDynamicLighting, whose functionality (unshadowed directional light in the base pass) is a subset of simple forward shading, and was unused Change 2969414 on 2016/05/06 by Daniel.Wright Added cvar 'r.Fog' for scalability Change 2969415 on 2016/05/06 by Daniel.Wright Low end scalability setup for Paragon Change 2969583 on 2016/05/06 by Daniel.Wright Effectively disabled the WRITES_PRECSHADOWFACTOR_TO_GBUFFER optimization, as all combinations use the GBuffer target * This fixes bSingleSampleShadowFromStationaryLights which was broken in cl 2863775 when selective GBuffer outputs was enabled Change 2969597 on 2016/05/06 by Olaf.Piesche Adding emitter tick times to Cascade viewport overlays #jira UE-25172 Change 2969599 on 2016/05/06 by Daniel.Wright Added r.Shadow.ForceSingleSampleShadowingFromStationary for scalability Change 2969795 on 2016/05/06 by Daniel.Wright Made r.SimpleForwardShading a scalability cvar Change 2969796 on 2016/05/06 by Daniel.Wright Enabled simple forward shading for the lowest shadow quality in Paragon * Moved Orion.Character.NonLocalHeroPreshadows to be under shadow quality * Enabling r.Shadow.ForceSingleSampleShadowingFromStationary when shadows are disabled through r.ShadowQuality Change 2972338 on 2016/05/10 by Martin.Mittring Added ImageValidator V0.11 to Perforce (for automated screenshot comparison) Change 2972450 on 2016/05/10 by Martin.Mittring fixed sorting issues, added column sort Change 2972564 on 2016/05/10 by Martin.Mittring fixed PixelCountToFail Change 2972572 on 2016/05/10 by Martin.Mittring added color Change 2972667 on 2016/05/10 by Daniel.Wright Capsule shadows support an off-center projection - fixes stereo rendering Indirect lighting cache is updated for primitives with a visible indirect capsule shadow - fixes indirect shadows disappearing when the caster is off-screen in the Static skylight case Change 2972687 on 2016/05/10 by Martin.Mittring split data from view Change 2972713 on 2016/05/10 by Martin.Mittring background validation Change 2972742 on 2016/05/10 by Martin.Mittring do not lock files in folder Change 2972837 on 2016/05/10 by Daniel.Wright Comment for tiled reflection culling edge failure case Change 2972891 on 2016/05/10 by Daniel.Wright Simple forward shading only supported on PC now Change 2972927 on 2016/05/10 by Martin.Mittring fixed comparison, added directory watcher Change 2972952 on 2016/05/10 by Martin.Mittring tooltips Change 2972965 on 2016/05/10 by Martin.Mittring readme Change 2972986 on 2016/05/10 by Martin.Mittring polish Change 2973015 on 2016/05/10 by Zabir.Hoque Clamp max cubemap resolutions for reflection capture component. Change 2973067 on 2016/05/10 by Uriel.Doyon Removed temporary streaming data from ULevel. Now the data goes directly in FStreamingManagerTexture. Removed deprecated classes and structures associated with old data. Uniformized dynamic primitives and static primitives streaming logic. Static primitive instances are now bound to level component and have visibility information. MeshTexCoordSize Debug now shows live update when tweaking "StreamingDistanceMultiplier" Change 2973129 on 2016/05/10 by Martin.Mittring fixed crash (uninit var) Change 2973167 on 2016/05/10 by Olaf.Piesche Fixing mac compiler warnings; removed beam tangent from particle source and target, as it's treated separately anyway. Change 2973654 on 2016/05/11 by Gil.Gribb FIxed bad resolve from main merge Change 2973787 on 2016/05/11 by Simon.Tovey PR #2080: Added 7 additional blueprint nodes and assoicated functions to Particle System Compoenent (Contributed by alwintom) #2080 Change 2973794 on 2016/05/11 by Simon.Tovey GitHub 1646 : Increase Wireframe Linear Color Value for Particles in Cascade Preview viewport #1646 Change 2973814 on 2016/05/11 by Chris.Bunner Fixed D3D warning. Change 2973868 on 2016/05/11 by Martin.Mittring fixed compiler warning Change 2974104 on 2016/05/11 by Uriel.Doyon Optimized TextureStreaming ASync task by improving cache efficency. Removed ForcedFullyLoad texture sets and merged them with the other entries (to prevent checking in two data structures). Change 2974163 on 2016/05/11 by Uriel.Doyon Fixed Editor Build Change 2974263 on 2016/05/11 by Olaf.Piesche Fix for particle beam source/target selection Change 2974313 on 2016/05/11 by Martin.Mittring nicer icon Change 2974632 on 2016/05/11 by Martin.Mittring zoom (mouse wheel) and pan support Change 2974651 on 2016/05/11 by Martin.Mittring UE-30565 Blend Radius does not override Priority for blendable post process material array #test:PC Change 2974994 on 2016/05/12 by Uriel.Doyon Fixed uninitialized members in texture streaming when updating dynamic primitives. #jira UE-30632 Change 2975514 on 2016/05/12 by Olaf.Piesche Getting mesh particle transform down to pixel shader, making available in TransformVector/TransformPosition nodes #udn 288158, and requests from several artists Change 2975970 on 2016/05/12 by Zabir.Hoque Enable setting high precision normals/tangets as a part of static mesh import. Change 2976134 on 2016/05/12 by Daniel.Wright Moved RHI prefix out of command list macros so you can find callers in a Find in Files for RHIBlendState, etc Change 2976135 on 2016/05/12 by Daniel.Wright Added material property bAllowNegativeEmissiveColor which is useful when rendering to an offscreen render target Change 2976139 on 2016/05/12 by Daniel.Wright Blueprint can now be used to draw to a TextureRenderTarget2D with DrawMaterialToRenderTarget Canvas can now draw to a TextureRenderTarget2D in a Blueprint with BeginDrawCanvasToRenderTarget / EndDrawCanvasToRenderTarget Change 2976199 on 2016/05/12 by Brian.Karis Improved screen space ray cast intersection heuristic. Change 2976203 on 2016/05/12 by Brian.Karis Fixed hair NaNs Change 2976214 on 2016/05/12 by Zabir.Hoque Fix compiler error on Clang Change 2976239 on 2016/05/12 by Brian.Karis Improved hair shadows Change 2976240 on 2016/05/12 by Brian.Karis Made recompileshaders specific file work again. Kind of hacky but better than nothing Change 2976290 on 2016/05/12 by Zabir.Hoque Few more clang compiler fixes. #jira UE-30713 Change 2976517 on 2016/05/13 by Zabir.Hoque Final set of fixes for compile breaks. Change 2976535 on 2016/05/13 by Zabir.Hoque Fix mono builds Change 2977270 on 2016/05/13 by Zabir.Hoque Incorrectly used 7 as max texcoords. Corrected to #define MAX_TEX_COORDS #lockdown gil.gribb Change 2980140 on 2016/05/17 by Gil.Gribb Merging //UE4/Dev-Main@2980127 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden Change 2980211 on 2016/05/17 by Ben.Marsh EC: Build DDC in Dev-Rendering every 3 hours. #lockdown Gil.Gribb Change 2980876 on 2016/05/17 by Michael.Trepka Metal shader compile fix #lockdown gil.gribb [CL 2981788 by Gil Gribb in Main branch]
2016-05-18 09:31:59 -04:00
// This has to happen before Scene->IndirectLightingCache.UpdateCache, since primitives in View.IndirectShadowPrimitives need ILC updates
CreateIndirectCapsuleShadows();
PostVisibilityFrameSetup(ILCTaskData);
FVector AverageViewPosition(0);
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
AverageViewPosition += View.ViewMatrices.ViewOrigin / Views.Num();
}
if (FApp::ShouldUseThreadingForPerformance() && CVarParallelInitViews.GetValueOnRenderThread() > 0)
{
AsyncSortBasePassStaticData(AverageViewPosition, SortEvents);
}
else
{
SortBasePassStaticData(AverageViewPosition);
}
bool bDoInitViewAftersPrepass = !!GDoInitViewsLightingAfterPrepass;
if (!bDoInitViewAftersPrepass)
{
InitViewsPossiblyAfterPrepass(RHICmdList, ILCTaskData, SortEvents);
}
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_InitViews_InitRHIResources);
// initialize per-view uniform buffer.
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
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
FViewInfo& View = Views[ViewIndex];
View.ForwardLightingResources = View.ViewState ? &View.ViewState->ForwardLightingResources : &View.ForwardLightingResourcesStorage;
// Possible stencil dither optimization approach
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
View.bAllowStencilDither = bDitheredLODTransitionsUseStencil;
// Initialize the view's RHI resources.
View.InitRHIResources(nullptr);
}
}
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_InitViews_OnStartFrame);
OnStartFrame();
}
return bDoInitViewAftersPrepass;
}
void FDeferredShadingSceneRenderer::InitViewsPossiblyAfterPrepass(FRHICommandListImmediate& RHICmdList, struct FILCUpdatePrimTaskData& ILCTaskData, FGraphEventArray& SortEvents)
{
SCOPE_CYCLE_COUNTER(STAT_InitViewsPossiblyAfterPrepass);
// this cannot be moved later because of static mesh updates for stuff that is only visible in shadows
if (SortEvents.Num())
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_AsyncSortBasePassStaticData_Wait);
FTaskGraphInterface::Get().WaitUntilTasksComplete(SortEvents, ENamedThreads::RenderThread);
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
if (ViewFamily.EngineShowFlags.DynamicShadows && !IsSimpleForwardShadingEnabled(GetFeatureLevelShaderPlatform(FeatureLevel)))
{
// Setup dynamic shadows.
InitDynamicShadows(RHICmdList);
}
// if we kicked off ILC update via task, wait and finalize.
if (ILCTaskData.TaskRef.IsValid())
{
Scene->IndirectLightingCache.FinalizeCacheUpdates(Scene, *this, ILCTaskData);
}
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_InitViews_UpdatePrimitivePrecomputedLightingBuffers);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2981742) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2967522 on 2016/05/05 by Martin.Mittring fixed UE-30208 Ensure taking high resolution screenshot renamed cvar from r.SaveUncompressedEXRFrame to r.SaveEXR.CompressionQuality and change meaning Change 2967541 on 2016/05/05 by Martin.Mittring added cvar help entry to the editor menu Change 2967544 on 2016/05/05 by Martin.Mittring * added ensures to track down UE-22073 [CrashReport] Crash when changing Editor Window Size - FDeferredShadingSceneRenderer::ClearTranslucentVolumeLighting() * fixed typo * improved r.DisplayInternals Change 2967685 on 2016/05/05 by Rolando.Caloca DR - Fix 2013 compile #jira UE-30369 Change 2967883 on 2016/05/05 by Olaf.Piesche Making inherit rotation work for mesh particles #jira UE-30153 Change 2967948 on 2016/05/05 by Daniel.Wright MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) Change 2967954 on 2016/05/05 by Daniel.Wright New refraction mode 'Pixel Normal Offset', which uses the difference between the per-pixel normal and the per-vertex normal to compute the refraction offset. This is useful for refraction from large water surfaces without reading outside of screen bounds as much. Change 2967970 on 2016/05/05 by Olaf.Piesche Improvement for depth buffer collision; reduce tunneling by sampling midpoint instead of predicted position. #jira UE-27297 Change 2968125 on 2016/05/05 by Daniel.Wright Hopeful fix for mac compile error with enum Change 2968126 on 2016/05/05 by Daniel.Wright Forward declare to fix compile error Change 2969070 on 2016/05/06 by Martin.Mittring fixed Clang Compile error Change 2969224 on 2016/05/06 by Martin.Mittring fixed Clang Change 2969275 on 2016/05/06 by Rolando.Caloca DR - Fix for simulation time from BP not matching material editor expression time #jira UE-26431 Change 2969413 on 2016/05/06 by Daniel.Wright Simple forward shading path * Support for a directional light in the base pass, which can be shadowed either by distance field shadowmaps or a single shadow factor from the Indirect Lighting Cache * Binding and outputting to GBuffers is disabled when using simple forward shading, along with dependencies of the GBuffers * Specular, normal maps and the 3rd SH band of skylighting are all hardcoded off. Materials are forced fully rough. * Enabled with 'r.SimpleForwardShading 1', which can be changed at runtime * Added r.SupportSimpleForwardShading, which determines if the necessary shaders are compiled * Removed r.SimpleDynamicLighting, whose functionality (unshadowed directional light in the base pass) is a subset of simple forward shading, and was unused Change 2969414 on 2016/05/06 by Daniel.Wright Added cvar 'r.Fog' for scalability Change 2969415 on 2016/05/06 by Daniel.Wright Low end scalability setup for Paragon Change 2969583 on 2016/05/06 by Daniel.Wright Effectively disabled the WRITES_PRECSHADOWFACTOR_TO_GBUFFER optimization, as all combinations use the GBuffer target * This fixes bSingleSampleShadowFromStationaryLights which was broken in cl 2863775 when selective GBuffer outputs was enabled Change 2969597 on 2016/05/06 by Olaf.Piesche Adding emitter tick times to Cascade viewport overlays #jira UE-25172 Change 2969599 on 2016/05/06 by Daniel.Wright Added r.Shadow.ForceSingleSampleShadowingFromStationary for scalability Change 2969795 on 2016/05/06 by Daniel.Wright Made r.SimpleForwardShading a scalability cvar Change 2969796 on 2016/05/06 by Daniel.Wright Enabled simple forward shading for the lowest shadow quality in Paragon * Moved Orion.Character.NonLocalHeroPreshadows to be under shadow quality * Enabling r.Shadow.ForceSingleSampleShadowingFromStationary when shadows are disabled through r.ShadowQuality Change 2972338 on 2016/05/10 by Martin.Mittring Added ImageValidator V0.11 to Perforce (for automated screenshot comparison) Change 2972450 on 2016/05/10 by Martin.Mittring fixed sorting issues, added column sort Change 2972564 on 2016/05/10 by Martin.Mittring fixed PixelCountToFail Change 2972572 on 2016/05/10 by Martin.Mittring added color Change 2972667 on 2016/05/10 by Daniel.Wright Capsule shadows support an off-center projection - fixes stereo rendering Indirect lighting cache is updated for primitives with a visible indirect capsule shadow - fixes indirect shadows disappearing when the caster is off-screen in the Static skylight case Change 2972687 on 2016/05/10 by Martin.Mittring split data from view Change 2972713 on 2016/05/10 by Martin.Mittring background validation Change 2972742 on 2016/05/10 by Martin.Mittring do not lock files in folder Change 2972837 on 2016/05/10 by Daniel.Wright Comment for tiled reflection culling edge failure case Change 2972891 on 2016/05/10 by Daniel.Wright Simple forward shading only supported on PC now Change 2972927 on 2016/05/10 by Martin.Mittring fixed comparison, added directory watcher Change 2972952 on 2016/05/10 by Martin.Mittring tooltips Change 2972965 on 2016/05/10 by Martin.Mittring readme Change 2972986 on 2016/05/10 by Martin.Mittring polish Change 2973015 on 2016/05/10 by Zabir.Hoque Clamp max cubemap resolutions for reflection capture component. Change 2973067 on 2016/05/10 by Uriel.Doyon Removed temporary streaming data from ULevel. Now the data goes directly in FStreamingManagerTexture. Removed deprecated classes and structures associated with old data. Uniformized dynamic primitives and static primitives streaming logic. Static primitive instances are now bound to level component and have visibility information. MeshTexCoordSize Debug now shows live update when tweaking "StreamingDistanceMultiplier" Change 2973129 on 2016/05/10 by Martin.Mittring fixed crash (uninit var) Change 2973167 on 2016/05/10 by Olaf.Piesche Fixing mac compiler warnings; removed beam tangent from particle source and target, as it's treated separately anyway. Change 2973654 on 2016/05/11 by Gil.Gribb FIxed bad resolve from main merge Change 2973787 on 2016/05/11 by Simon.Tovey PR #2080: Added 7 additional blueprint nodes and assoicated functions to Particle System Compoenent (Contributed by alwintom) #2080 Change 2973794 on 2016/05/11 by Simon.Tovey GitHub 1646 : Increase Wireframe Linear Color Value for Particles in Cascade Preview viewport #1646 Change 2973814 on 2016/05/11 by Chris.Bunner Fixed D3D warning. Change 2973868 on 2016/05/11 by Martin.Mittring fixed compiler warning Change 2974104 on 2016/05/11 by Uriel.Doyon Optimized TextureStreaming ASync task by improving cache efficency. Removed ForcedFullyLoad texture sets and merged them with the other entries (to prevent checking in two data structures). Change 2974163 on 2016/05/11 by Uriel.Doyon Fixed Editor Build Change 2974263 on 2016/05/11 by Olaf.Piesche Fix for particle beam source/target selection Change 2974313 on 2016/05/11 by Martin.Mittring nicer icon Change 2974632 on 2016/05/11 by Martin.Mittring zoom (mouse wheel) and pan support Change 2974651 on 2016/05/11 by Martin.Mittring UE-30565 Blend Radius does not override Priority for blendable post process material array #test:PC Change 2974994 on 2016/05/12 by Uriel.Doyon Fixed uninitialized members in texture streaming when updating dynamic primitives. #jira UE-30632 Change 2975514 on 2016/05/12 by Olaf.Piesche Getting mesh particle transform down to pixel shader, making available in TransformVector/TransformPosition nodes #udn 288158, and requests from several artists Change 2975970 on 2016/05/12 by Zabir.Hoque Enable setting high precision normals/tangets as a part of static mesh import. Change 2976134 on 2016/05/12 by Daniel.Wright Moved RHI prefix out of command list macros so you can find callers in a Find in Files for RHIBlendState, etc Change 2976135 on 2016/05/12 by Daniel.Wright Added material property bAllowNegativeEmissiveColor which is useful when rendering to an offscreen render target Change 2976139 on 2016/05/12 by Daniel.Wright Blueprint can now be used to draw to a TextureRenderTarget2D with DrawMaterialToRenderTarget Canvas can now draw to a TextureRenderTarget2D in a Blueprint with BeginDrawCanvasToRenderTarget / EndDrawCanvasToRenderTarget Change 2976199 on 2016/05/12 by Brian.Karis Improved screen space ray cast intersection heuristic. Change 2976203 on 2016/05/12 by Brian.Karis Fixed hair NaNs Change 2976214 on 2016/05/12 by Zabir.Hoque Fix compiler error on Clang Change 2976239 on 2016/05/12 by Brian.Karis Improved hair shadows Change 2976240 on 2016/05/12 by Brian.Karis Made recompileshaders specific file work again. Kind of hacky but better than nothing Change 2976290 on 2016/05/12 by Zabir.Hoque Few more clang compiler fixes. #jira UE-30713 Change 2976517 on 2016/05/13 by Zabir.Hoque Final set of fixes for compile breaks. Change 2976535 on 2016/05/13 by Zabir.Hoque Fix mono builds Change 2977270 on 2016/05/13 by Zabir.Hoque Incorrectly used 7 as max texcoords. Corrected to #define MAX_TEX_COORDS #lockdown gil.gribb Change 2980140 on 2016/05/17 by Gil.Gribb Merging //UE4/Dev-Main@2980127 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden Change 2980211 on 2016/05/17 by Ben.Marsh EC: Build DDC in Dev-Rendering every 3 hours. #lockdown Gil.Gribb Change 2980876 on 2016/05/17 by Michael.Trepka Metal shader compile fix #lockdown gil.gribb [CL 2981788 by Gil Gribb in Main branch]
2016-05-18 09:31:59 -04:00
// Now that the indirect lighting cache is updated, we can update the primitive precomputed lighting buffers.
UpdatePrimitivePrecomputedLightingBuffers();
}
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2868708 on 2016/02/16 by Olaf.Piesche Only add primitives to separate translucency draw list if ST is enabled; shouldn't make any visual difference, but save some time. Change 2868751 on 2016/02/16 by Martin.Mittring fixed endless driver iteration in rare case (disabled code path) Change 2868793 on 2016/02/16 by Martin.Mittring added missing code for CreateShaderResourceView Change 2868814 on 2016/02/16 by Martin.Mittring removed unused code, cleanup, renamed parameter to be more clean Change 2869124 on 2016/02/16 by Martin.Mittring code cleanupof SkinCache, using struct avoid redundant passing of many paramters Change 2869162 on 2016/02/16 by Martin.Mittring added vectex/indexbuffer SRV caching for upcoming changes Change 2869339 on 2016/02/16 by Uriel.Doyon Rename r.streaming.UseAabb to r.streaming.UseNewMetrics as it nows controls old build and new build. Texture Streaming Build now rebuilds the streaming data per static meshes. Static Primitives bounds are now computed for each sections and lods. Scale and rotation do not increase bounds as before since they are computed on the geomtery transformed in world space. Fixed an issue with some debug view modes preventing the visualization in the static mesh editor #codereview marcus.wassmer Change 2869431 on 2016/02/16 by Martin.Mittring Fix typo in original UE4 code - CreatePrimitiveUniformBufferImmediateà #2058 GitHub pull request Change 2869632 on 2016/02/16 by Brian.Karis Fixed clear coat with movable skylight. Movable skylight + reflection captures is still broken. Change 2870545 on 2016/02/17 by Olaf.Piesche Fixing separate translucency in reflection captures (no post-processing case); clarifying and simplifying checks a little bit Change 2871326 on 2016/02/17 by Daniel.Wright Better precomputed visibility log Change 2871329 on 2016/02/17 by Daniel.Wright 'r.VisualizeOccludedPrimitives 1' shows statically occluded primitives in dark red Change 2871354 on 2016/02/17 by Daniel.Wright Nearest-Depth Neighbor upsampling for half res separate translucency * Enabled by default when r.SeparateTranslucencyScreenPercentage is 50 * Produces full resolution silhouettes of opaque objects in front of half res translucency * Costs .1ms on PS4 Change 2871363 on 2016/02/17 by Daniel.Wright Particle cutout optimization works on SubUVMovie module as well Change 2872099 on 2016/02/18 by Gil.Gribb UE4 - Improve the performance of SGameLayerManager::GetAspectRatioInset and perhaps fixed a bug. Change 2872433 on 2016/02/18 by David.Hill All world position related nodes were broken in UI material. This was noticed in Noise Node in UI material rendering black - Jira 26931 The bug resulted from to View vs ResolvedView changes. Change 2872844 on 2016/02/18 by Zabir.Hoque Ensure bDestroyOwnerAfterFade is only used when a Fade has actually be set. Change 2873272 on 2016/02/19 by Martin.Mittring fixed SkinCache memory layout for tangents after recent change Change 2873460 on 2016/02/19 by Gil.Gribb UAT - Add option to run commandlets with -AllowStdOutLogVerbosity Change 2873468 on 2016/02/19 by Gil.Gribb remove RHI flush on texture streaming...this is a dup of a change made elsewhere Change 2873971 on 2016/02/19 by David.Hill Decals not rendering in orthographic lit views Change 2874153 on 2016/02/19 by Daniel.Wright Automatically downsampled separate translucency * Off by default, controlled with r.SeparateTranslucencyAutoDownsample * The separate translucency pass is timed with GPU timestamps, and downsampling is automatically enabled if the smoothed time is greater than r.SeparateTranslucencyDurationDownsampleThreshold * Downsampling is then disabled if the GPU time is less than r.SeparateTranslucencyDurationUpsampleThreshold * Downsampling state will not change more often than r.SeparateTranslucencyMinDownsampleChangeTime * Implemented timestamp render queries for PS4 Change 2874286 on 2016/02/19 by Daniel.Wright Buffer one extra frame for translucency timestamps, to make sure they never block Change 2874990 on 2016/02/20 by Rolando.Caloca DR - Remove old files Change 2875910 on 2016/02/22 by Daniel.Wright Enabled r.SeparateTranslucencyAutoDownsample for OrionGame [CL 2879372 by Gil Gribb in Main branch]
2016-02-24 06:51:42 -05:00
Copying //UE4/Orion-Staging to //UE4/Dev-Main (//UE4/Orion-Staging @ 2979119, //Orion/Dev-General @2976565) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2976484 on 2016/05/12 by Jason.Bestimt #ROBOMERGE-AUTHOR: nick.atamas Added queueing to HUD Alerts so they don't clobber each other. Added input visualization so that keys show up in game. SRichTextBlock/UOrionRichTextBlock now have a MinDesiredWidth #test PIE #ROBOMERGE-SOURCE: CL 2976474 in //Orion/Release-0.26/... via CL 2976481 via CL 2976482 via CL 2976483 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2976256 on 2016/05/12 by Zak.Middleton #ue4 - Fix for shipping build. #tests compiled Change 2976205 on 2016/05/12 by Zak.Middleton #ue4 - (Merge 2957866) Add MaxDepenetration for characters against geometry and pawns. #tests MP PIE PlayGo (Merging CL 2957866 using Framework->DevGeneral) Change 2976166 on 2016/05/12 by Daniel.Lamb Cooking optimziation to unsolicited markup saves 150 seconds paragon cook time. #test Cook paragon Change 2976161 on 2016/05/12 by Zak.Middleton #ue4 - Make sure LastUpdateLocation, Rotation, and Velocity are updated on client and server error corrections. ForcePositionUpdate should call PerformMovement regardless of velocity (there may be root motion or gravity effects). #tests PIE MP w/ real-world networking Change 2976092 on 2016/05/12 by Mieszko.Zielinski Modified adding dynamic subtrees to BT component so that we get a log info if it fails #UE4 #test golden path Change 2976001 on 2016/05/12 by Robert.Manuszewski Don't log to memory on dedicated servers #jira UE-30693 #test Cooked dedicated server and client Change 2975855 on 2016/05/12 by Lukasz.Furman fixed behavior tree serialization spawning duplicates of task services #tests BT editor Change 2975706 on 2016/05/12 by Daniel.Lamb Fixed redirect collector stats. #test Compile Change 2975636 on 2016/05/12 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge DUI @ CL 2975557 #RB:none #Tests:none [CodeReviewed]: matt.schembari, kerrington.smith, tony.oliva, jaymee.stanford, mona.huang, alex.conner, jacob.lawyer, paul.shank #ROBOMERGE-SOURCE: CL 2975635 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2975592 on 2016/05/12 by Zak.Middleton #ue4 - Add stat for SetHitResultFromShapeAndFaceIndex(). #tests PIE Change 2975589 on 2016/05/12 by Zak.Middleton #ue4 - Avoid filling temp variable unless in Editor builds. It's only used later in the function in Editor builds. #tests PIE Change 2975588 on 2016/05/12 by Zak.Middleton #ue4 - Minor tweak to avoid array read each loop iteration. #tests PIE Change 2975587 on 2016/05/12 by Zak.Middleton #ue4 - Add "IsPlayerController()" function to AController. Variable already existed, just wasn't exposed. #tests PIE Change 2975504 on 2016/05/12 by Daniel.Lamb Remove new stats system because it broke build. #test cook paragon Change 2975500 on 2016/05/12 by Daniel.Lamb Enable redirect timers so I can get stats from build machines. #test cook paragon. Change 2975367 on 2016/05/12 by Jason.Bestimt #ROBOMERGE-AUTHOR: david.nikdel #OGF #CatalogService #OSS #Localization - Flush the cached offers/items in CatalogServiceMcp when the culture changes since they contain localized text - Flush the cached virtual catalog offers/items in McpCatalogHelper when the culture changes since they contain localized text - Replaced SetForceCatalogRefresh with ClearCache per CR with SamZ (will require Launcher fixup) [CodeReviewed]: Sam.Zamani, Matt.Kuhlenschmidt #RB: Sam.Zamani #TESTS: storefront w/ language change #ROBOMERGE-SOURCE: CL 2975366 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2975209 on 2016/05/12 by Simon.Tovey Fixed initialization order warning. #tests none Change 2975200 on 2016/05/12 by Simon.Tovey Translucency GPU time stats for automation. Refactored separate translucency gpu timer to more general helper class and used it to also time regular translucency. Feeding both of these into a stat to help art identify poorly performing VFX for more detailed investigation. There are occasional spikes when the GPU is starved but overall the data out seems good. #tests GoldenPath, Editor, Auto downsampling works, new stat produces reasonable data. Change 2974984 on 2016/05/11 by Mieszko.Zielinski Fixed a bug in graph-a-star heuristics' calculation #UE4 #test golden path Change 2974916 on 2016/05/11 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 26 @ CL 2974578 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2974915 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2974869 on 2016/05/11 by Ben.Marsh BuildGraph: Add a MergeTelemetryWithPrefix="..." parameter to the <Command> task which allows merging the telemetry data from a child UAT run, adding a given prefix to all the key names. #tests none Change 2974673 on 2016/05/11 by Mieszko.Zielinski Fix to BT not stopping if "StopTree" called while BT was waiting for a task to latently abort #UE4 (change by ?ukasz.Furman) #test golden path Change 2974581 on 2016/05/11 by Jason.Bestimt #ROBOMERGE-AUTHOR: matt.kuhlenschmidt Merged CL 2974565 from Release-.26 -> Main: Fixed loc region not saving in shipping builds Partially fixed store not refreshing when changing regions. Real money currency items are pending additional fixes #ROBOMERGE-SOURCE: CL 2974578 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2974444 on 2016/05/11 by Jason.Bestimt #ROBOMERGE-AUTHOR: richard.fawcett Reimplement support for specifying BuildPatchTool version used in chunking This is now possible after Ben Marsh's fix to BuildGraph with CL 2974407. #tests none #ROBOMERGE-SOURCE: CL 2974441 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2974408 on 2016/05/11 by Jason.Bestimt #ROBOMERGE-AUTHOR: ben.marsh BuildGraph: Fix support for variable expansion in user-defined enum types. Enums in the schema are now represented as the union of valid values and a regex matching a balanced property expansion string, which still validates/autocompletes cleanly in Visual Studio. #tests none [CodeReviewed] Richard.Fawcett #ROBOMERGE-SOURCE: CL 2974407 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2974392 on 2016/05/11 by Daniel.Lamb Optimizing resolve string asset reference resolution. Added timing stats (disabled by default). #test Cook paragon. Change 2974349 on 2016/05/11 by Jason.Bestimt #ROBOMERGE-AUTHOR: richard.fawcett Back out changelist 2974298. An issue with the BuildGraph system has prevented this change from working on the build farm. #tests none #ROBOMERGE-SOURCE: CL 2974347 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2974299 on 2016/05/11 by Jason.Bestimt #ROBOMERGE-AUTHOR: richard.fawcett Add support for chunking builds with the pre-release version of BuildPatchTool. #tests None. This code will be tested by creating a build on the build farm immediately after submission. #ROBOMERGE-SOURCE: CL 2974298 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2974277 on 2016/05/11 by Lina.Halper Fix up of retargeting when it skips replacing nested reference #tests: retargeting anim BP Change 2974210 on 2016/05/11 by Bart.Bressler Merging Oodle changes from Dev-Networking Change 2939167 on 2016/04/10 by John.Barrett Updated packet bit termination code, so that both UNetConnection's and the PacketHandler use a termination bit (required for both PacketHandler/UNetconnection, as HandlerComponent's such as Oodle, are byte-aligned and do not preserve packet bit size). Added new 'stat packet' stats group, for tracking reserved packet bits. Added '-NoPacketHandler' commandline parameter, for disabling the PacketHandler and all HandlerComponent's (including stateless handshake) - restoring netcode to pre-PacketHandler state. Removed PacketHandler 'packet overhead' method of packet bit size calculation - replaced with termination bit. Still partially used for reserving bits within packets (but renamed to avoid conflict with other 'PacketOverhead' variable). Refactored/consolidated some PacketHandler code. Added more stringent bounds checking on packet sizes. Change 2939168 on 2016/04/10 by John.Barrett Updated Oodle to support new packet bit-termination code. Added Oodle protocol support for selective packet compression (packets can now be sent uncompressed - game code will require a hook for this) - required for new bit-based netcode (Oodle outputs byte-aligned data, allowing compressed data to exceed size of uncompressed data - and thus, maximum packet size if not sent uncompressed - in rare edge cases). Added '-CompressionTest' commandline parameter to Oodle dictionary generation commandlet, which reserves a portion of captured packets, for determining the compression savings percentage. Added '-OodleDebugDump' commandline parameter, which disables normal dictionary generation, and converts packet captures into a .bin file, which is compatible with the Oodle 'example_packet.cpp' code. Added temporary security bandaids to Oodle code, based on report that Luigi Auriemma put together, which deals with potential weaknesses in the Oodle API Added 'stat oodle' stats for tracking failed attempts at compressing packets. Change 2942964 on 2016/04/10 by Ryan.Gerleve Fix broken indentation/formatting Change 2958260 on 2016/04/27 by Bart.bRessler Add branch name and changelist to oodle packet capture filenames. Change 2964360 on 2016/05/03 by John.Barrett Updated Oodle to support using a dictionary and capturing packets at the same time. The dictionary is now always loaded, if specified, and whenever -OodleCapturing is on the commandline, packets are captured alongside the active dictionary. Added several debug commands, to aid with testing compression performance (not QA-ready; only works with 1 player on a server): "Oodle Compression On/Off" - enables/disables packet compression (but still decompresses received compressed packets) "Oodle Dictionary Unload/Load" - unloads/loads the dictionary files, to allow releasing the files for dictionary generation, and reloading the new dictionary. "Oodle Capture On/Off" - Enables/Disables packet capturing at runtime - requires '-OodleCapturing' on commandline. "Oodle ResetStats" - resets the 'stat oodle' stat counters. The NetcodeUnitTest plugin should be enabled, so that these commands can automatically execute on the server as well, as needed. Change 2964553 on 2016/05/03 by Bart.Bressler Add process ID to oodle capture filenames Change 2966247 on 2016/05/04 by John.Pollard Oodle 2.1.5 SDK Change 2968761 on 2016/05/06 by Bart.Bressler - Added changelist number as parameter to most command line tasks to filter captures by their changelist number (use "all" to get everything) - Moved a bunch of the file searching/processing code outside of the tasks themselves so that the tasks all just operate to an array of capture files, this makes it easier to create new command line options - When looking for capture files, we will now recursively search subdirectories Change 2970529 on 2016/05/09 by Bart.Bressler Add an optional "CapturePercentage" command line parameter that has a percentage chance of generating capture files per connection Change 2970874 on 2016/05/09 by Bart.Bressler - Turn on OODLE_DEV_SHIPPING in the Orion server shipping config so that captures can be generated in shipping builds - Link to version 215 of oodle Change 2971233 on 2016/05/09 by Bart.Bressler Update Oodle DLLs in Orion Change 2971362 on 2016/05/09 by Bart.Bressler Create script for building an oodle dictionary out of capture files in an arbitrary location Change 2972176 on 2016/05/10 by Bart.Bressler Update oodle references to version 215 in OodleHandlerComponent.Build.cs #tests used solo vs. ai to test oodle captures and using them Change 2974035 on 2016/05/11 by Simon.Tovey Adding fx.ParticleCollisionIgnoreInvisibleTime to replace hard coded time. This is the time a PSC needs to be invisible for to have all it's collisions ignored. This is potentially the cause of a bug Tim et al are seeing. #tests Editor, Can be used to repro/fix the issue. Change 2973985 on 2016/05/11 by Lina.Halper Retargeting fix with editor saving issue #tests: retargeting Change 2973695 on 2016/05/11 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 26 @ CL 2973469 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2973694 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2973679 on 2016/05/11 by Graeme.Thornton UAT parameter -signedpak now no longer implies -pak #tests win64 cooked client. checked that pak generation works as expected through project launcher Change 2973588 on 2016/05/11 by Simon.Tovey OR-21033 - Get physical material from particle collision event exposed in Cascade / Blueprint Particles can now receive collision events selectively based upon the phyisics material of the hit. Physics material is passed through the event and can be accessed in BPs. The Event Receiver Spawn node also now has an array of Allowed and Banned phys materials. #tests Editor and game. Coudln't test cooked as having unrelated crashes in cooked games. Shouldn't be any cooked/uncooked issues here. Change 2973394 on 2016/05/11 by bruce.nesbit Fixed couple of shadow vars #tests compiled Change 2973335 on 2016/05/11 by Andrew.Grant Warning fix #tests compiled Change 2973308 on 2016/05/10 by Dmitry.Rekman Add "unplayable condition" reporting. - The server will report an unplayable condition by creating a local file (under Saved). - An external script can possibly notice this and, applying its own logic on % of servers reporting it, profile or shutdown the whole machine. - Report file is to be deleted by an external script. #tests Compiled and ran Linux server, subjected it to various hitches. Change 2973235 on 2016/05/10 by Zak.Middleton #ue4 - Removed allocs after initial spawn from client saved move processing in character movement. #tests PIE multiplayer w/ Bots Change 2973157 on 2016/05/10 by Olaf.Piesche Merging CL 2973112 from //UE4/Dev-Rendering->//Orion/Dev-General Providing particle source and target for beam emitters #tests editor game PC Change 2972715 on 2016/05/10 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 26 @ CL 2972681 #RB: none #Tests:none #ROBOMERGE-SOURCE: CL 2972712 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2972678 on 2016/05/10 by Mieszko.Zielinski Fixed babysitter bot not avoiding enemy towers when pathfinding back to base #Orion #jira OR-18590 #test golden path Change 2972595 on 2016/05/10 by Lina.Halper Animation Retargeting fix for blendspaces #code review: Benn.Gallagher, Martin.Wilson #tests: retargeting anim BP Change 2972282 on 2016/05/10 by Daniel.Lamb Optimized string asset reference resolution slightly to help get back missing 10 minutes from paragon cook. #test cook paragon. Change 2972260 on 2016/05/10 by Laurent.Delayen Fixed crash in UCharacterMovementComponent::HasRootMotionSources(). #tests Chains pull not crashing anymore. Change 2972241 on 2016/05/10 by Frank.Fella UMG - Fixes for material animation copied from 4.12. #RB Matt K. #TESTS Struct materials can now be animated and animated materials are named nicely. Change 2971643 on 2016/05/09 by Dmitry.Rekman Add reporting of "zero load" frame times (OR-21035). - Added a thread that does nothing but sleeps and counts how often it missed the target FPS. - Added an analytics event ServerZeroLoadFrameTimeDistribution that is sent at the end of the match. - Server only. #tests Compiled and ran Linux server on a compatible content, played few matches in a row. Change 2971544 on 2016/05/09 by Ben.Marsh EC: Use a full path to the telemetry file, to account for UAT switching directories. Change 2971532 on 2016/05/09 by Wes.Hunt Alter the cook stats hierarchical profile data to reflect the latest cook changes. #tests none Change 2971527 on 2016/05/09 by Ben.Marsh UAT: Move telemetry object into CommandUtils, so we can add stats from anywhere. #tests none Change 2971461 on 2016/05/09 by David.Ratti Fix issues with mesh swap skins: -Front end intro animations not playing -In game spawn animations not playing -Some attachment weirdness (twinblast) #tests golden path Change 2971460 on 2016/05/09 by David.Ratti Fallback to Target actor if there is no instigating actor in the GAmeplayCue parameters when determining if we should play "local only" effects #tests pie Change 2971364 on 2016/05/09 by Ben.Marsh EC: Add support for adding custom telemetry data from UAT scripts, which gets piped through to the trends panel in EC. #tests none Change 2971245 on 2016/05/09 by Dmitry.Rekman Add a "hitchhunter" log message to catch hitches while sleeping. #tests Compiled and ran Linux server on a compatible content. Change 2971196 on 2016/05/09 by jason.bestimt #ORION_MAIN - Merge 25.2 @ CL 2971139 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2971168 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Characters/Heroes/Coil/Audio/Body/Pixie_Cranking_Loop_Cue.uasset - can't branch exclusive file already opened #CodeReview: david.nikdel, jason.bestimt Change 2971113 on 2016/05/09 by Dmitry.Rekman UdpMessaging: Fixed broken filters for when to enable UDP transport. - Redoing MaxP's change from Dev-Sequencer (CL 2963357). - Reduces number of threads spawned by the server. #tests Compiled Linux server, ran it on a compatible content. Change 2971040 on 2016/05/09 by jason.bestimt #ORION_MAIN - Merge 25.2 @ CL 2970990 #RB:none #Tests:none [CodeReviewed]: jon.lietz #ROBOMERGE-SOURCE: CL 2971027 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: david.nikdel, jason.bestimt Change 2970555 on 2016/05/09 by Ben.Marsh BuildGraph: Only show warnings and errors for the SavePackage log during cooks. Prevents redundant display of information that's already in the Cook log. #tests preflight here: https://ec-01.epicgames.net/commander/link/jobDetails/jobs/6443796 Change 2970507 on 2016/05/09 by David.Ratti Support for linking passive abilities to a key binded ability. E.g., allow a passive ability to be unlocked and leveled up in step with a key binded ability. Cleaned up the TryLevel/CanLevelUp code a bit: moved to Orion Ability System Component #tests pie Change 2970414 on 2016/05/09 by Graeme.Thornton Don't take a copy of the child tags array when doing UGameplayTagsManager::FindTagNode, just take a const& #tests win64 client golden path Change 2969729 on 2016/05/06 by Mieszko.Zielinski Fixed a dumb mistake in a conditional expresion in UNavigationQueryFilter::GetQueryFilter #UE4 #test golden path Change 2969675 on 2016/05/06 by Mieszko.Zielinski Implemented "meta navigation filter" that can fetch a filter class based on given agent #UE4 Added NavFilter_AIControllerDefault that fetched DefaultNavigationFilter from AIController Reverted hack-feature that supplied same functionality to EQS #test golden path Change 2969652 on 2016/05/06 by Michael.Noland HLOD: Changed UI gating code so that whether or not a LOD Actor is valid is based on the presence of at least two static mesh components, rather than at least two actors (to improve handling when including BPs) - Repurposed HasValidSubActors for this check, and introduced HasAnySubActors() for the existing uses as this better matches the intent of how the function was used #tests Added a single BP containing 7 mesh components to a new ALODActor and verified that it allowed a proxy to be generated Change 2969651 on 2016/05/06 by Michael.Noland Simplygon: Added time taken for simplygon mesh reduction to the log message #tests Simplified a LOD cluster and inspected the log Change 2969604 on 2016/05/06 by Uriel.Doyon Changed default value to true for UParticleModuleVectorFieldLocal::bUseFixDT. #tests confirmed that default value has changed for old assets, while allowing override. Change 2969418 on 2016/05/06 by jason.bestimt #ROBOMERGE-AUTHOR: andrew.grant Fixed unconverted char string being passed as part of build info #tests ran & verified patch check passes #ROBOMERGE-SOURCE: CL 2969417 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2968817 on 2016/05/06 by jason.bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 25.2 @ CL 2968572 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2968813 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2968383 on 2016/05/05 by Mieszko.Zielinski Added "default navigation filter" to AIController #UE4 Also, made EQS take advantage of that #test golden path Change 2968225 on 2016/05/05 by John.Pollard Add sanity checks and more info to help track down possible memory corruption #tests Networking, replication Change 2967903 on 2016/05/05 by jason.bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 25.2 @ CL 2967827 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2967902 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2967899 on 2016/05/05 by Lina.Halper Merged change of 2956152 Remove invalid ensure - this didn't work if you have composite inside. #tests: none Change 2967870 on 2016/05/05 by Andrew.Grant Fix for OR-20731 (gamever crashes client) #tests gamever at console with -game Change 2967606 on 2016/05/05 by Wes.Hunt Tweaked output log message for HTTP module shutdown. #tests none Change 2967359 on 2016/05/05 by Wes.Hunt HttpManager will log outstanding requests on shutdown so people can debug shutdown issues and ensure their requests get flushed properly. Also changed default LogHttp logging level to display so these messages can be shown by default without using warning level. #tests ran editor build and queued up an event using the console command, then quit immediately. the log indeed showed that HttpManager had to wait at least 0.5 seconds for the request to complete. Change 2966987 on 2016/05/05 by Dmitry.Rekman Fix editor build. #tests Compiled Win64 editor. Change 2966977 on 2016/05/05 by Dmitry.Rekman Added collecting and reporting periodic server frame time distribution. - Added generic FHistogram class and necessary analytic events. - Also added reporting hostname (OR-20842). #tests Built Linux server and ran a few matches on a compatible content. Change 2966920 on 2016/05/04 by jason.bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 25.2 @ CL 2966805 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2966919 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2966778 on 2016/05/04 by Michael.Noland Rendering: Fixed shadow variable warning in GPUProfiler #tests Compiled and tested GPUProfiler command Change 2966769 on 2016/05/04 by Mieszko.Zielinski Fixed GraphAStar not resetting the output path before fillinf it with results #UE4 #test golden path Change 2966704 on 2016/05/04 by Michael.Noland Rendering: Added triangle and draw call summaries to ProfileGPU output, broken up by asset and material - This is controlled by r.ProfileGPU.PrintAssetSummary, which defaults to 1, but you really need r.ShowMaterialDrawEvents 1 enabled as well for a complete picture - It can also output a summary line for speciifc asset names using a comma separated list in r.ProfileGPU.AssetSummaryCallOuts (e.g., "LOD,HeroName") #tests Used ProfileGPU a number of times Change 2966696 on 2016/05/04 by Michael.Noland Engine: Embedded FPS chart preamble/postamble/row .html files into ChartCreation.cpp to permanently solve packaging woes #tests Tested FPS charts in an uncooked and cooked build #jira OR-19713 Change 2966336 on 2016/05/04 by Lukasz.Furman fixed jungle minions unable to reach spawn locations when camp resets #jira OR-20700 #tests jungle camp POC Change 2965948 on 2016/05/04 by David.Ratti Changes to how passive abilities activate -Passives now continually try to activate by default rather than only on spawn Support for Status.Immortal -Prevents death, fies AbilityTriggerEvent.ImmortalProc when this happens. -Clamps health to 1. Fixed bug in muriel passive where ShieldHealthRegen would be left in the world where muriel died. Fixed bunch of crap in GA_OnSpawn that was causing desync on client at start of match #tests multi pie Change 2965870 on 2016/05/04 by Ryan.Gerleve Duplicated fix from Release-4.12 by marc.audy, CL 2960819: Owned components are once again referenced by their Owning actor for GC purposes #jira UE-29131 #tests golden path Change 2965798 on 2016/05/04 by jason.bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 25.2 @ CL 2965789 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2965796 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2965220 on 2016/05/03 by Dmitry.Rekman Log instance id and system id (OR-20782). - These ids get reported in multiple analytics events, having them logged is helpful for quickly mapping events to the log file. #tests Compiled Linux server, ran on compatible client. Change 2964907 on 2016/05/03 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 2964858 #RB:none #Tests:none Change 2964530 on 2016/05/03 by Laurent.Delayen Renamed GetSlotRootMotionWeight to GetSlotNodeGlobalWeight and made it double buffered to it's safe to access anytime. Added GetSlotMontageGlobalWeight() to get the Global Weight of a montage being played on a Slot. (Also double buffered). Added GetInstanceMachineWeight() to get Global Weight of a State Machine in the AnimGraph. (Also double buffered) Added FAnimInstanceProxy::GetStateMachineIndexAndDescription to avoid searching through the AnimNodeProperties twice. #tests Chains full feature system in PIE. Change 2964498 on 2016/05/03 by Frank.Fella DecalComponent - Fix visibility so that it behaves like other scene components with regard to the editor visibility, component visibility, and actor hidden in game flags. #RB Andrew Rodham #TESTS Visibility for decals works like other scene components in the editor, and their visibility can now be animated properly by sequencer. Change 2964428 on 2016/05/03 by Benn.Gallagher Fixed stale clothing chunk/section references after container realloc in editor #tests editor Change 2964316 on 2016/05/03 by bruce.nesbit Banner revisions Banners now use components for various banner items Banners can now be enabled when killing a hero. #tests PIE+Game Change 2964187 on 2016/05/03 by Jon.Lietz Speeding up the tag count check in UAbilitySystemComponent::RegisterAndCallGameplayTagEvent() - Remove the call to GetAggregatedStackCount and creating a FGameplayEffectQuery every time we call RegisterAndCallGameplayTagEvent - Added GetTagCount to the UAbilitySystemComponent that will call GetTagCount on the GameplayTagCountContainer #RB DanY #tests JIP shadow pad still works. Change 2964136 on 2016/05/03 by Laurent.Delayen Fix crash while switching tabs using Persona. #tests not crashing anymore. Change 2964083 on 2016/05/03 by jason.bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 25.2 @ CL 2963929 [CodeReviewed]: andrew.grant HTTP Manager has larger stack size (1024) #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2964080 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2963771 on 2016/05/02 by Nick.Atamas Setting a desired size scale invalidates layout and volatility. #test none Change 2963555 on 2016/05/02 by Rob.Cannaday Fix PS4 Orion players being able to whisper chat with non-Orion players #jira OR-20626 #tests chat with launcher, fortnite Change 2963387 on 2016/05/02 by Laurent.Delayen Added GatherDebugData to FABRIK node. #tests showdebug animation works on Chains now. Change 2963331 on 2016/05/02 by Jon.Lietz fixing compile error, dont need the clamp just the ternary on the EventType and pass down the tag count or 1. #RB none #tests compiles Change 2963106 on 2016/05/02 by Rob.Cannaday Increase HTTP thread's stack size to 128k We discovered a stack overflow when the stack size was 64kb in LavasoftTcpService64.dll (Ad-Aware's Lavasoft Web Companion) #tests log in Change 2963047 on 2016/05/02 by Jon.Lietz OR-20206 for JIP we need to call the bound function if we already have the tag on reconnect. - adding a new function in UAbilitySystemComponent, RegisterAndCallGameplayTagEvent this will bind the passed in delegate and if the ability system has that tag already will execute the delegate. #RB Dave.Ratti #test shadow pad, slow, stun and root still trigger and trigger for JIP players. Change 2962836 on 2016/05/02 by jason.bestimt #ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Duplicating 2961899 - Fix minimal code builds for Linux not overwriting files [CodeReviewed] Ben.Marsh #ROBOMERGE-SOURCE: CL 2962812 in //Orion/Release-0.24.2/... via CL 2962830 via CL 2962833 via CL 2962834 via CL 2962835 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2962570 on 2016/05/02 by Jason.Bestimt #ORION_MAIN - Merge MAIN @ CL 2962544 #RB:none #Tests:none Change 2962552 on 2016/05/02 by Ben.Marsh Avoid output of warnings containing the string "error:" (and causing the EC post processor to fail the build) if posting build info has a human-readable error message instead. Output should probably be changed to parse out/sanitize the actual failure message if it's meant to retry and succeed, but this will stop failures caused by multiple builds being posted with the same build version. #tests none Change 2962506 on 2016/05/02 by Ben.Marsh Add a version string to identify a given build (FApp::GetBuildVersion()/BUILD_VERSION) which is distinct from the engine version. Defaults to <Escaped Branch Name>-CL-<Changelist>, but can be overriden by specifying a -Build=... argument to UpdateLocalVersion or the "Build" attribute to the SetVersion BuildGraph task. #tests Preflighted Win64 client/server build (P:\Builds\Orion\++Orion+Dev-General-CL-2962228-PF-2945494-6398155-PF-2945494-6398155) and loaded into Agora. Checked that version strings appear correctly in generated executables. Change 2962228 on 2016/04/30 by Dmitry.Rekman Move processing HTTP requests into separate thread (OR-20723). - First iteration of the implementation, pending implementing feedback. - Adds a separate thread for CurlHttp where actual processing is performed. - Coded by RobC, post-processed by me. #tests Compiled Linux server and Windows client, ran them on compatible content, played a match. Change 2961899 on 2016/04/29 by Ben.Marsh BuildGraph: Fix minimal Linux server builds not overwriting the existing executables, by adding an "Overwrite" parameter into the staging task. Windows exe-only patches already happen to bypass this bug by deleting the Binaries/Win64 directory (designed to remove any configurations that weren't built this time), but could still fail if changes had been made to some other staged binaries. #tests preflighted code-only build against DG CL 2960870 and compared output (P:\Builds\Orion\++Orion+Dev-General-CL-2961878-PF-2961895-6393603) Change 2961587 on 2016/04/29 by Daniel.Lamb Redirector doesn't fire callback if it fails to be loaded. #test Cook orion. Change 2961458 on 2016/04/29 by Wes.Hunt Cooker Stats improvements. Also removed some old UBT telemetry that was not being used. #tests many cooks of orion Change 2961136 on 2016/04/29 by Daniel.Lamb Readded caching of platform data into postload of materials. #test Cook paragon. [CL 2979220 by Ben Marsh in Main branch]
2016-05-16 16:20:52 -04:00
UpdateTranslucencyTimersAndSeparateTranslucencyBufferSize(RHICmdList);
}
/*------------------------------------------------------------------------------
FLODSceneTree Implementation
------------------------------------------------------------------------------*/
void FLODSceneTree::AddChildNode(const FPrimitiveComponentId NodeId, FPrimitiveSceneInfo* ChildSceneInfo)
{
if (NodeId.IsValid() && ChildSceneInfo)
{
FLODSceneNode* Node = SceneNodes.Find(NodeId);
if(!Node)
{
Node = &SceneNodes.Add(NodeId, FLODSceneNode());
// scene info can be added later depending on order of adding to the scene
// but at least add componentId, that way when parent is added, it will add its info properly
int32 ParentIndex = Scene->PrimitiveComponentIds.Find(NodeId);
if(Scene->Primitives.IsValidIndex(ParentIndex))
{
Node->SceneInfo = Scene->Primitives[ParentIndex];
}
}
Node->AddChild(ChildSceneInfo);
}
}
void FLODSceneTree::RemoveChildNode(const FPrimitiveComponentId NodeId, FPrimitiveSceneInfo* ChildSceneInfo)
{
if(NodeId.IsValid() && ChildSceneInfo)
{
FLODSceneNode* Node = SceneNodes.Find(NodeId);
if (Node)
{
Node->RemoveChild(ChildSceneInfo);
// delete from scene if no children remains
if(Node->ChildrenSceneInfos.Num() == 0)
{
SceneNodes.Remove(NodeId);
}
}
}
}
void FLODSceneTree::UpdateNodeSceneInfo(FPrimitiveComponentId NodeId, FPrimitiveSceneInfo* SceneInfo)
{
FLODSceneNode* Node = SceneNodes.Find(NodeId);
if(Node)
{
Node->SceneInfo = SceneInfo;
}
}
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
void FLODSceneTree::UpdateAndApplyVisibilityStates(FViewInfo& View)
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
{
PrimitiveFadingLODMap.Init(false, View.PrimitiveVisibilityMap.Num());
PrimitiveFadingOutLODMap.Init(false, View.PrimitiveVisibilityMap.Num());
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
FSceneBitArray& VisibilityFlags = View.PrimitiveVisibilityMap;
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
TArray<FPrimitiveViewRelevance, SceneRenderingAllocator>& RelevanceMap = View.PrimitiveViewRelevanceMap;
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
++UpdateCount;
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
if (const FSceneViewState* ViewState = (FSceneViewState*)View.State)
{
// Update persistent state on temporal dither sync frames
const FTemporalLODState& LODState = ViewState->GetTemporalLODState();
bool bSyncFrame = false;
if (TemporalLODSyncTime != LODState.TemporalLODTime[0])
{
TemporalLODSyncTime = LODState.TemporalLODTime[0];
bSyncFrame = true;
}
for (auto Iter = SceneNodes.CreateIterator(); Iter; ++Iter)
{
FLODSceneNode& Node = Iter.Value();
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
const TIndirectArray<FStaticMesh>& NodeMeshes = Node.SceneInfo->StaticMeshes;
// Ignore already updated nodes, or those that we can't work with
if (Node.LatestUpdateCount == UpdateCount || !Node.SceneInfo || NodeMeshes.Num() == 0)
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
{
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
continue;
}
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2949393) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2949393 on 2016/04/20 by Graeme.Thornton Orion non-pak file security. - Removed security bypass code from platform pak file - Added a delegate to pak file code which allows the game to decide whether a file should be allowed or not - Added an orion delegate which whitelists appropriate files #rb robert.manuszewski #tests win64 client + dedicated server. golden path. Change 2949232 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Paragon: Added a distinct menu frame rate limit, currently set to 60 fps and not visible in settings (if the user sets a game frame rate limit of below 60, we also clamp the menu limit to that threshold, so they can go down but not up for menus) #jira OR-18017 #rb marcus.wassmer #tests Ran paragon and switched between gameplay, menus, and replays, observing t.MaxFPS at different points #ROBOMERGE-SOURCE: CL 2949231 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2949032 on 2016/04/19 by Zak.Middleton #orion - Lower default NetUpdateFrequency for minions (10->6). Avoid excessive latency for some knockback/knockup abilities that would have noticeable lag by forcing an update sooner when they are triggered. This should have the following effects: 1. Reduce server CPU cost (we tick minions at the net frequency). 2. Reduce server bandwidth 3. Reduce client CPU cost (we move character capsules and perform overlaps when new positions are received). #rb Bart.Bressler, John.Pollard #codereview Dmitry.Rekman #tests MultiPIE AI lane, Replays Change 2948966 on 2016/04/19 by Lina.Halper Added log (check) of the asset info for Anim Per Track contains invalid format key #rb: Michael.Noland #code review: Martin.Wilson, Laurent.Delayen, Michael.Noland #tests: editor/ cooked and test with AI_Tests with 10 bots. Change 2948876 on 2016/04/19 by Michael.Noland PS4: Validate that the texture pool size is not set to automatic (-1, which will crash later on as an attempt to allocate too much memory) #rb none #codereview marcus.wassmer #tests Ran Paragon on PS4 Change 2948765 on 2016/04/19 by Daniel.Lamb Removed AssetImportData tag from cooked asset registry builds. #rb Andrew.Grant #test Cook orion Change 2948691 on 2016/04/19 by Marcus.Wassmer Fix copytoresolvetarget ensure #rb none #test pc agora Change 2948633 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt [AUTOMERGE] Fix copytoresolve crash and change validation to ensure. #test PC editor / PC golden path #rb none -------- Integrated using branch //Orion/Main_to_//Orion/Release-Next (reversed) of change#2948169 by Marcus.Wassmer on 2016/04/19 10:50:32. #ROBOMERGE-SOURCE: CL 2948632 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948507 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Merging 2937781 (Pak signing) using //Orion/Dev-General_to_Release #rb none #tests cooked client, checked game runs #ROBOMERGE-SOURCE: CL 2948497 in //Orion/Release-0.24.1/... via CL 2948506 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948431 on 2016/04/19 by Steve.Robb CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #codereview robert.manuszewski,bob.tellez #rb bob.tellez #tests Ran editor Change 2948408 on 2016/04/19 by Leslie.Nivison Adding .tps #rb none #test none Change 2948185 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: chris.bunner Fix for HLOD visibility freeze. #tests Golden Path, Editor #rb rolando.caloca, michael.noland #lockdown andrew.grant #jira OR-19863 #ROBOMERGE-SOURCE: CL 2948182 in //Orion/Release-0.24.1/... via CL 2948183 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948149 on 2016/04/19 by Simon.Tovey Fixed crash. Collision rendering path was not dealing with mesh batch with 0 triangles where other paths do. #rb none #tests No more crash #codereview Marcus.Wassmer Change 2948129 on 2016/04/19 by Lukasz.Furman fixed gameplay debugger getting stuck with outdated data pack on client, changed names of AI related debug cvars #rb none #tests game, PIE #codereview Mieszko.Zielinski Change 2948027 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: graeme.thornton Fix for OR-20033 - CRASH: Client will crash with FRCPassPostProcessCircleDOFSetup #rb none #tests checked game runs without crashing #ROBOMERGE-SOURCE: CL 2948017 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947558 on 2016/04/18 by Matt.Kuhlenschmidt Fix compile error #rb none, #tests none Change 2947509 on 2016/04/18 by Matt.Kuhlenschmidt Added more logging to track down https://jira.ol.epicgames.net/browse/OR-19841 #rb none, #tests none Change 2947412 on 2016/04/18 by Ryan.Gerleve Fix shadowed variable. #rb none #tests none Change 2947377 on 2016/04/18 by Jamie.Dale Gather paths are now sorted by fuzzy-ness, so that more specific includes beat less specific excludes #rb Matt.Kuhlenschmidt #tests Built for Windows. Ran a gather, and confirmed that explicitly included heroes were now gathered, and that generically excluded heroes were absent from the gather. Change 2947351 on 2016/04/18 by Ryan.Gerleve Allow overriding the demo.AsyncLoadWorld setting with a URL option when playing a replay. Store the entire URL in the demo net driver instead of just the map name, so that the options can be accessed later. #tests golden path, replays #rb john.pollard Change 2947103 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2947071 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2947102 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947007 on 2016/04/18 by Zak.Middleton #ue4 - Improve linear smoothing in the presence of low net frequency updates. #rb Bart.Bressler #tests MultiPIE AI with lanes Change 2946994 on 2016/04/18 by Mieszko.Zielinski Improvements to NavigationSystem's "abstract navigation data" support #UE4 #rb Lukasz.Furman #test golden path Change 2946760 on 2016/04/18 by Chris.Bunner Fixing up bad merge, recommit of CL 2819472 - ForceLOD now clamps to available LODs on primitive, i.e. use MinLOD rather than not drawing at all. #tests Editor #rb None Change 2946745 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2946637 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2946656 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2946645 on 2016/04/18 by Richard.Fawcett When promoting a buidl to staged, prevent enumeration of files already in S3 Enumerating files in S3 is a slow process, and it turns out that simply uploading all chunks blindly is more efficient than enumerating existing chunks and selectively uploading only the new ones. #rb Leigh.Swift #tests This technique has already been used in launcher promotions for several months Change 2946622 on 2016/04/18 by Richard.Fawcett By default, when enumerating chunks from a manifest file, skip checking they exist on disk at enumeration time. This will fail anyway further down the line if the files don't exist, but will improve speed of stage promotions by around five minutes. In practice, we have NEVER seen a job fail at this point because of the existence check. #rb Leigh.Swift #tests Ensure that output of ExtractDataFilenamesFromManifest method is identical both with and without bSkipExistsCheck specified. Change 2945812 on 2016/04/15 by Daniel.Lamb Fixed error in diff cooked build commandlet. #rb ben.marsh #test Compile. Change 2945110 on 2016/04/15 by Matt.Kuhlenschmidt Fix crash exporting actors with non-scene components to fbx #rb none, #tests full scene exporting on maps that crashed #codereview alexis.matte Change 2945078 on 2016/04/15 by Simon.Tovey Fix for OR-19778 When some pooled systems are reused, on init they have a non zero lod level but the emitter instances are created at LOD 0 initially. So the component did not think it had to update it's LOD but the emitters were not at the correct LOD. Have forced a LOD set on init when the component LOD is non-zero. #rb none #tests Works in editor and game. #codereview Olaf.Piesche Change 2944664 on 2016/04/14 by Uriel.Doyon Fix to SM4 compilation issue #jira OR-19706 #rb marcus.wassmer #tests tested editor in SM4 and SM5 Change 2944642 on 2016/04/14 by Lukasz.Furman changed waypoint switch conditions in meta nav paths #rb none #tests PIE #codereview Mieszko.Zielinski Change 2944599 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Added sha1 to UnrealPak list output #rb none #tests listed content of pakfile #ROBOMERGE-SOURCE: CL 2944595 in //Orion/Release-0.24/... via CL 2944597 via CL 2944598 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944441 on 2016/04/14 by Marcus.Wassmer Duplicate change to output shader compiler errors. #rb none #test run PC and see errors. Change 2944437 on 2016/04/14 by John.Pollard Possible fix for https://jira.ol.epicgames.net/browse/OR-19614 #rb JoshM #codereview Josh.Markiewicz #tests Golden path matchmaking Change 2944430 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Engine: Added support for more/fewer settings in individual categories to the editor scalability control widget #rb david.ratti #tests Tested in the editor #ROBOMERGE-SOURCE: CL 2944428 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944198 on 2016/04/14 by David.Ratti Paragon - register for slow/stun/root/silence callbacks on any tag count change, not just add/remove. This is so the UI will update if you get another stack of a stackable slow GE. Ability system - unify client stack count change code path with server. Client now properly update owner ASC's tag map and broadcasts all delegates there. #rb dayY #tests pie Change 2944124 on 2016/04/14 by Wes.Hunt Change the TPS redirects for DX modules to point to the proper DX redist TPS which is what packaged games will need. #codereview:leslie.nivison #rb none #tests ran UAT ListThirdPartySoftware <for Orion> Change 2944107 on 2016/04/14 by Wes.Hunt MeshUtilities now depends on new module nvTessLib to better track the third party dependency. #codereview:daniel.wright #rb none #tests build OrionClient/Editor for Win64 Change 2944102 on 2016/04/14 by Wes.Hunt Tweak to UBT -ListBuildFolders to do a distinct in a better place to cut down on duplicate module searches. #tests ran the UBT command #rb none Change 2943851 on 2016/04/14 by Ryan.Gerleve Fix the ForEachNetDriver helper function to get the world context directly off the world instead of going through the game instance. Ensures the correct net drivers will be used when there are multiple worlds but only one game instance. #rb john.pollard #tests golden path, replays, PIE Change 2943847 on 2016/04/14 by Ryan.Gerleve Fixes to support client replay recording & playback in another world: When recording a replay, only swap actor roles if the remote role is ROLE_Authority When loading a replay checkpoint, call NetworkRemapPath to make sure paths have the correct name in the GuidCache #rb john.pollard #tests golden path, replays, PIE Change 2943691 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_24 - Fix for OR-19609, OR-19610, and OR-19611 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943687 in //Orion/Release-0.24/... via CL 2943688 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2943508 on 2016/04/14 by Richard.Fawcett Automation: Add support for multipart file uploads to Amazon S3 to increase speed of large file uploads. #jira OPPBUILD-44 #rb Leigh.Swift #tests Uploaded files to S3 using the new routines, downlaoded via AWS management console and ensured downloaded files identical to uploaded ones Change 2943274 on 2016/04/13 by jason.bestimt #ORION_MAIN - Merge 24 @ CL 2943257 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943271 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: david.nikdel, jason.bestimt Change 2943178 on 2016/04/13 by Olaf.Piesche Bumping size of the particle curve texture to 512x512 #rb martin.mittring #tests PC Editor, Game Change 2943174 on 2016/04/13 by Aaron.McLeran OR-19392 Ensure condition failed: (*RequiresInitialization == 0) on loading into PVP match - Removing ensure since there is a rare edge case where it's possible for a sound looping node may get ResetChildren called twice. - Condition is when a child random node o fa looping node has a blank entry and results in no sound chosen in a given frame (which results in ResetChildren getting called). Later in the frame, if a sound had previously been playing with an active sound, it will have stop called on it, which will call NotifyWaveInstanceFinished and hit the ensure. Simply using the branch to check if the looping node has been initialized will work fine in this and other cases. #codereview Bob.Tellez #rb Bob.Tellez #tests ran orion with this change testing problematic sound cue Change 2943042 on 2016/04/13 by Rob.Cannaday Fix crash in HTTP completion delegates on shutdown Stop ticking HTTP retry manager after FOnlineSubsystemImpl::Shutdown has been called #rb josh.markiewicz #tests shutting down multiple times Change 2942913 on 2016/04/13 by Lukasz.Furman added meta navmesh paths #orion #rb Mieszko.Zielinski #tests PIE Change 2942132 on 2016/04/13 by Wes.Hunt Enable UBT -ListBuildFolders to operate on Mac and iOS platforms without having to fully set up the remote environment. #codereview:leslie.nivison #rb peter.sauerbrei #tests running UBT with and without -listbuildfolders Change 2941651 on 2016/04/12 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 2941645 #RB:none #Tests:none Change 2941539 on 2016/04/12 by Laurent.Delayen FABRIK: Normalize outgoing rotations. Fixes Chains Q ability crashing. #rb none #tests Chains not crashing Change 2941469 on 2016/04/12 by Wes.Hunt Fix UBT -ListBuildFolders to not prep target for deployment. #codereview:leslie.nivison #rb none #tests tested -ListBuildFolders for Android Change 2941434 on 2016/04/12 by Leslie.Nivison Adding/cleaning up .tps files #rb none #test none Change 2941241 on 2016/04/12 by Daniel.Lamb Removed shadername from the shader code to fix deterministic material cooking issue. #jira UE-29320 #codereview Marcus.Wassmer #rb Marcus.Wassmer #test Running editor, cooking orion. Change 2941046 on 2016/04/12 by Laurent.Delayen Added safety net for non state AnimNotifies having a non-zero EndTriggerTimeOffset. Fixes Twinblast double shot for the left primary attack. #rb benn.gallagher #codereview lina.halper, ray.arnett, aaron.eady #tests twinblast's LMB Change 2941032 on 2016/04/12 by Jason.Bestimt #ORION_24 - Merge MAIN @ CL 2940950 #RB:none #Tests:none [CL 2952833 by Andrew Grant in Main branch]
2016-04-22 11:21:10 -04:00
const int32 NodeIndex = Node.SceneInfo->GetIndex();
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
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bool bIsVisible = VisibilityFlags[NodeIndex];
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
// Determine desired HLOD state
const FPrimitiveBounds& Bounds = Scene->PrimitiveBounds[NodeIndex];
const float DistanceSquared = (Bounds.Origin - View.ViewMatrices.ViewOrigin).SizeSquared();
const bool bIsInDrawRange = DistanceSquared >= Bounds.MinDrawDistanceSq;
const bool bWasFadingPreUpdate = Node.bIsFading;
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
// Update fading state
if (NodeMeshes[0].bDitheredLODTransition)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3028958 on 2016/06/27 by Ben.Woodhouse Fix for perf issue with GetSingleFinalDataConst This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent. Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini) #jira UE-26179 Change 3029401 on 2016/06/27 by Rolando.Caloca DR - More vk logging Change 3029549 on 2016/06/27 by Uriel.Doyon Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming. New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget. Fixed crash when disabling texture streaming. Fixed issue when disabling texture streaming that would make current loaded texture low res. New logic to prevent retrying to cancel a streaming request more than once. Pending load request of one extra mip will not be cancelled anymore. Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds(). #jira UE-32197 #jira UE-31102 Change 3029837 on 2016/06/27 by David.Hill Fixed Shutter SM4 not working when using compute shader eye-adaptation #jira UE-32443 The default eye adaptation value was missing. Change 3030039 on 2016/06/27 by Uriel.Doyon Fix for crash when landscape materials are used in the Texture Streaming Build. #jira UE-32196 Change 3030081 on 2016/06/27 by Uriel.Doyon Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled. Change 3030401 on 2016/06/28 by Ben.Woodhouse Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11) #jira UE-31238 Change 3030607 on 2016/06/28 by Marc.Olano Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use. Change 3030627 on 2016/06/28 by Ben.Woodhouse Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015). Change 3030809 on 2016/06/28 by Marc.Olano Noise shader function rename & perf improvement. Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips. Change 3030850 on 2016/06/28 by Marc.Olano Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match. Change 3030981 on 2016/06/28 by Rolando.Caloca DR - vk - More logging Change 3031056 on 2016/06/28 by Marc.Olano Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map Change 3031398 on 2016/06/28 by Benjamin.Hyder updating TM-Shadermodels (correcting Mt Rushmore) Change 3031441 on 2016/06/28 by Marc.Olano Use only float version of BBS shader rand function for ES2 Change 3031463 on 2016/06/28 by John.Billon Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting). #Jira UE-32020 Change 3031512 on 2016/06/28 by Zabir.Hoque Relax clear flags for DX12 RHIs. Properly flush pending commands before residency is updated. Change 3031517 on 2016/06/28 by Rolando.Caloca DR - vk logging using r.Vulkan.DumpLayer Change 3032359 on 2016/06/29 by Allan.Bentham Fix mobile shadows crash. Change 3032431 on 2016/06/29 by Gil.Gribb Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering) Change 3032757 on 2016/06/29 by Uriel.Doyon Fixed global mip bias being applied twice following integration with main. Change 3033121 on 2016/06/29 by Rolando.Caloca DR - vk - Logging Change 3033529 on 2016/06/29 by Daniel.Wright Null world guard on UReflectionCaptureComponent::ReadbackFromGPU Change 3033668 on 2016/06/29 by Uriel.Doyon Grouped texture streaming settings to simplify logic. New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias #jira UE-32118 Change 3034403 on 2016/06/30 by Rolando.Caloca DR - Shorten dumped shader debug strings Change 3034475 on 2016/06/30 by Rolando.Caloca DR - Missing logging Change 3034722 on 2016/06/30 by Uriel.Doyon Improved StreamingAccuracy viewmodes with alpha test and translucent materials #jira UE-32656 Change 3034797 on 2016/06/30 by Rolando.Caloca DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again Change 3034799 on 2016/06/30 by Rolando.Caloca DR - vk - missed file Change 3034905 on 2016/06/30 by Rolando.Caloca DR - vk - Fix for render passes being reused with wrong dimensions Change 3035503 on 2016/07/01 by Simon.Tovey Async compute version of translucency lighting volume clear. Change 3035577 on 2016/07/01 by Marc.Olano Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture. Change 3035587 on 2016/07/01 by Ben.Woodhouse Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait) #jira UE-32709 Change 3035618 on 2016/07/01 by Olaf.Piesche Asset fixes Change 3035692 on 2016/07/01 by Rolando.Caloca DR - vk - Deferred deletion queue Change 3035808 on 2016/07/01 by Rolando.Caloca DR - vk - Stat for deletion time, fixed some logging Change 3036012 on 2016/07/01 by John.Billon Alpha Coverage Preservation -Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation. #Jira UE-31986 Change 3036041 on 2016/07/01 by Rolando.Caloca DR - vk - Fix for 32bit Change 3036433 on 2016/07/01 by Rolando.Caloca DR - More vk logging Change 3036935 on 2016/07/04 by Simon.Tovey Removing Data Objects Change 3036942 on 2016/07/04 by Ben.Woodhouse Fix for decal rendering resource leak The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it. The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets. #jira UE-32602 Change 3037563 on 2016/07/05 by Chris.Bunner HLOD self-shadowing in baked lighting fix. Change 3037640 on 2016/07/05 by Marcus.Wassmer Fix bug in USE_GPU_OVERWRITE_CHECKING Change 3037927 on 2016/07/05 by Rolando.Caloca DR - Fix touch pads not showing on Vulkan #jira UE-32062 Change 3038085 on 2016/07/05 by Chris.Bunner HLOD dynamic shadowing support. #jira UE-22627 Change 3038209 on 2016/07/05 by Rolando.Caloca DR - vk - Android compile fix Change 3038644 on 2016/07/05 by Uriel.Doyon Added LerpRange that allows to lerp between two rotators without taking the sortest path. Change 3038820 on 2016/07/05 by Uriel.Doyon Selecting streaming accuracy view modes will not automatically generate missing visualization data. Change 3039332 on 2016/07/06 by John.Billon -Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem. #Jira UE-31710 Change 3039454 on 2016/07/06 by Simon.Tovey Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times. Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined. Plus a few other edits to remove Curves/DataObjects that I missed in last CL. Change 3039517 on 2016/07/06 by Gil.Gribb Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering) Change 3039587 on 2016/07/06 by Rolando.Caloca DR - vk logging, submit counter Change 3039603 on 2016/07/06 by Rolando.Caloca DR - Allow more samplers on GL4 #jira UE-32628 #jira UE-32744 Change 3039661 on 2016/07/06 by Daniel.Wright Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0' Skylight occlusion tint now applies to specular Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor Change 3039960 on 2016/07/06 by Daniel.Wright Forward renderer initial implementation * Point and spot lights are culled to a frustum space grid, base pass loops over culled lights. * Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass. * New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize * A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth. * Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping. * GBuffer render targets are still allocated * Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly * Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path * Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures Change 3040050 on 2016/07/06 by Daniel.Wright Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps Change 3040160 on 2016/07/06 by Daniel.Wright Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space Change 3040163 on 2016/07/06 by Rolando.Caloca DR - vk - More logging Change 3040257 on 2016/07/06 by Daniel.Wright Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early Change 3040316 on 2016/07/06 by Daniel.Wright PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee Change 3040361 on 2016/07/06 by Daniel.Wright Fixed TexCreate_UAV being used on translucency volume textures in SM4 Change 3040402 on 2016/07/06 by Rolando.Caloca DR - vk - Make host mem accesses coherent Change 3040486 on 2016/07/06 by Daniel.Wright CIS fixes Change 3041028 on 2016/07/07 by Gil.Gribb Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering) Change 3041235 on 2016/07/07 by Simon.Tovey Compile fix for FName conflict on UProperty (hopefully). Change 3041666 on 2016/07/07 by Daniel.Wright Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume Change 3041731 on 2016/07/07 by Olaf.Piesche Adding Niagara to dynamically loaded module list; should fix UE-32915 Change 3042181 on 2016/07/07 by Daniel.Wright CIS fix [CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
{
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2949393) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2949393 on 2016/04/20 by Graeme.Thornton Orion non-pak file security. - Removed security bypass code from platform pak file - Added a delegate to pak file code which allows the game to decide whether a file should be allowed or not - Added an orion delegate which whitelists appropriate files #rb robert.manuszewski #tests win64 client + dedicated server. golden path. Change 2949232 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Paragon: Added a distinct menu frame rate limit, currently set to 60 fps and not visible in settings (if the user sets a game frame rate limit of below 60, we also clamp the menu limit to that threshold, so they can go down but not up for menus) #jira OR-18017 #rb marcus.wassmer #tests Ran paragon and switched between gameplay, menus, and replays, observing t.MaxFPS at different points #ROBOMERGE-SOURCE: CL 2949231 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2949032 on 2016/04/19 by Zak.Middleton #orion - Lower default NetUpdateFrequency for minions (10->6). Avoid excessive latency for some knockback/knockup abilities that would have noticeable lag by forcing an update sooner when they are triggered. This should have the following effects: 1. Reduce server CPU cost (we tick minions at the net frequency). 2. Reduce server bandwidth 3. Reduce client CPU cost (we move character capsules and perform overlaps when new positions are received). #rb Bart.Bressler, John.Pollard #codereview Dmitry.Rekman #tests MultiPIE AI lane, Replays Change 2948966 on 2016/04/19 by Lina.Halper Added log (check) of the asset info for Anim Per Track contains invalid format key #rb: Michael.Noland #code review: Martin.Wilson, Laurent.Delayen, Michael.Noland #tests: editor/ cooked and test with AI_Tests with 10 bots. Change 2948876 on 2016/04/19 by Michael.Noland PS4: Validate that the texture pool size is not set to automatic (-1, which will crash later on as an attempt to allocate too much memory) #rb none #codereview marcus.wassmer #tests Ran Paragon on PS4 Change 2948765 on 2016/04/19 by Daniel.Lamb Removed AssetImportData tag from cooked asset registry builds. #rb Andrew.Grant #test Cook orion Change 2948691 on 2016/04/19 by Marcus.Wassmer Fix copytoresolvetarget ensure #rb none #test pc agora Change 2948633 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt [AUTOMERGE] Fix copytoresolve crash and change validation to ensure. #test PC editor / PC golden path #rb none -------- Integrated using branch //Orion/Main_to_//Orion/Release-Next (reversed) of change#2948169 by Marcus.Wassmer on 2016/04/19 10:50:32. #ROBOMERGE-SOURCE: CL 2948632 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948507 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Merging 2937781 (Pak signing) using //Orion/Dev-General_to_Release #rb none #tests cooked client, checked game runs #ROBOMERGE-SOURCE: CL 2948497 in //Orion/Release-0.24.1/... via CL 2948506 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948431 on 2016/04/19 by Steve.Robb CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #codereview robert.manuszewski,bob.tellez #rb bob.tellez #tests Ran editor Change 2948408 on 2016/04/19 by Leslie.Nivison Adding .tps #rb none #test none Change 2948185 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: chris.bunner Fix for HLOD visibility freeze. #tests Golden Path, Editor #rb rolando.caloca, michael.noland #lockdown andrew.grant #jira OR-19863 #ROBOMERGE-SOURCE: CL 2948182 in //Orion/Release-0.24.1/... via CL 2948183 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948149 on 2016/04/19 by Simon.Tovey Fixed crash. Collision rendering path was not dealing with mesh batch with 0 triangles where other paths do. #rb none #tests No more crash #codereview Marcus.Wassmer Change 2948129 on 2016/04/19 by Lukasz.Furman fixed gameplay debugger getting stuck with outdated data pack on client, changed names of AI related debug cvars #rb none #tests game, PIE #codereview Mieszko.Zielinski Change 2948027 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: graeme.thornton Fix for OR-20033 - CRASH: Client will crash with FRCPassPostProcessCircleDOFSetup #rb none #tests checked game runs without crashing #ROBOMERGE-SOURCE: CL 2948017 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947558 on 2016/04/18 by Matt.Kuhlenschmidt Fix compile error #rb none, #tests none Change 2947509 on 2016/04/18 by Matt.Kuhlenschmidt Added more logging to track down https://jira.ol.epicgames.net/browse/OR-19841 #rb none, #tests none Change 2947412 on 2016/04/18 by Ryan.Gerleve Fix shadowed variable. #rb none #tests none Change 2947377 on 2016/04/18 by Jamie.Dale Gather paths are now sorted by fuzzy-ness, so that more specific includes beat less specific excludes #rb Matt.Kuhlenschmidt #tests Built for Windows. Ran a gather, and confirmed that explicitly included heroes were now gathered, and that generically excluded heroes were absent from the gather. Change 2947351 on 2016/04/18 by Ryan.Gerleve Allow overriding the demo.AsyncLoadWorld setting with a URL option when playing a replay. Store the entire URL in the demo net driver instead of just the map name, so that the options can be accessed later. #tests golden path, replays #rb john.pollard Change 2947103 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2947071 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2947102 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947007 on 2016/04/18 by Zak.Middleton #ue4 - Improve linear smoothing in the presence of low net frequency updates. #rb Bart.Bressler #tests MultiPIE AI with lanes Change 2946994 on 2016/04/18 by Mieszko.Zielinski Improvements to NavigationSystem's "abstract navigation data" support #UE4 #rb Lukasz.Furman #test golden path Change 2946760 on 2016/04/18 by Chris.Bunner Fixing up bad merge, recommit of CL 2819472 - ForceLOD now clamps to available LODs on primitive, i.e. use MinLOD rather than not drawing at all. #tests Editor #rb None Change 2946745 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2946637 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2946656 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2946645 on 2016/04/18 by Richard.Fawcett When promoting a buidl to staged, prevent enumeration of files already in S3 Enumerating files in S3 is a slow process, and it turns out that simply uploading all chunks blindly is more efficient than enumerating existing chunks and selectively uploading only the new ones. #rb Leigh.Swift #tests This technique has already been used in launcher promotions for several months Change 2946622 on 2016/04/18 by Richard.Fawcett By default, when enumerating chunks from a manifest file, skip checking they exist on disk at enumeration time. This will fail anyway further down the line if the files don't exist, but will improve speed of stage promotions by around five minutes. In practice, we have NEVER seen a job fail at this point because of the existence check. #rb Leigh.Swift #tests Ensure that output of ExtractDataFilenamesFromManifest method is identical both with and without bSkipExistsCheck specified. Change 2945812 on 2016/04/15 by Daniel.Lamb Fixed error in diff cooked build commandlet. #rb ben.marsh #test Compile. Change 2945110 on 2016/04/15 by Matt.Kuhlenschmidt Fix crash exporting actors with non-scene components to fbx #rb none, #tests full scene exporting on maps that crashed #codereview alexis.matte Change 2945078 on 2016/04/15 by Simon.Tovey Fix for OR-19778 When some pooled systems are reused, on init they have a non zero lod level but the emitter instances are created at LOD 0 initially. So the component did not think it had to update it's LOD but the emitters were not at the correct LOD. Have forced a LOD set on init when the component LOD is non-zero. #rb none #tests Works in editor and game. #codereview Olaf.Piesche Change 2944664 on 2016/04/14 by Uriel.Doyon Fix to SM4 compilation issue #jira OR-19706 #rb marcus.wassmer #tests tested editor in SM4 and SM5 Change 2944642 on 2016/04/14 by Lukasz.Furman changed waypoint switch conditions in meta nav paths #rb none #tests PIE #codereview Mieszko.Zielinski Change 2944599 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Added sha1 to UnrealPak list output #rb none #tests listed content of pakfile #ROBOMERGE-SOURCE: CL 2944595 in //Orion/Release-0.24/... via CL 2944597 via CL 2944598 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944441 on 2016/04/14 by Marcus.Wassmer Duplicate change to output shader compiler errors. #rb none #test run PC and see errors. Change 2944437 on 2016/04/14 by John.Pollard Possible fix for https://jira.ol.epicgames.net/browse/OR-19614 #rb JoshM #codereview Josh.Markiewicz #tests Golden path matchmaking Change 2944430 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Engine: Added support for more/fewer settings in individual categories to the editor scalability control widget #rb david.ratti #tests Tested in the editor #ROBOMERGE-SOURCE: CL 2944428 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944198 on 2016/04/14 by David.Ratti Paragon - register for slow/stun/root/silence callbacks on any tag count change, not just add/remove. This is so the UI will update if you get another stack of a stackable slow GE. Ability system - unify client stack count change code path with server. Client now properly update owner ASC's tag map and broadcasts all delegates there. #rb dayY #tests pie Change 2944124 on 2016/04/14 by Wes.Hunt Change the TPS redirects for DX modules to point to the proper DX redist TPS which is what packaged games will need. #codereview:leslie.nivison #rb none #tests ran UAT ListThirdPartySoftware <for Orion> Change 2944107 on 2016/04/14 by Wes.Hunt MeshUtilities now depends on new module nvTessLib to better track the third party dependency. #codereview:daniel.wright #rb none #tests build OrionClient/Editor for Win64 Change 2944102 on 2016/04/14 by Wes.Hunt Tweak to UBT -ListBuildFolders to do a distinct in a better place to cut down on duplicate module searches. #tests ran the UBT command #rb none Change 2943851 on 2016/04/14 by Ryan.Gerleve Fix the ForEachNetDriver helper function to get the world context directly off the world instead of going through the game instance. Ensures the correct net drivers will be used when there are multiple worlds but only one game instance. #rb john.pollard #tests golden path, replays, PIE Change 2943847 on 2016/04/14 by Ryan.Gerleve Fixes to support client replay recording & playback in another world: When recording a replay, only swap actor roles if the remote role is ROLE_Authority When loading a replay checkpoint, call NetworkRemapPath to make sure paths have the correct name in the GuidCache #rb john.pollard #tests golden path, replays, PIE Change 2943691 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_24 - Fix for OR-19609, OR-19610, and OR-19611 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943687 in //Orion/Release-0.24/... via CL 2943688 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2943508 on 2016/04/14 by Richard.Fawcett Automation: Add support for multipart file uploads to Amazon S3 to increase speed of large file uploads. #jira OPPBUILD-44 #rb Leigh.Swift #tests Uploaded files to S3 using the new routines, downlaoded via AWS management console and ensured downloaded files identical to uploaded ones Change 2943274 on 2016/04/13 by jason.bestimt #ORION_MAIN - Merge 24 @ CL 2943257 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943271 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: david.nikdel, jason.bestimt Change 2943178 on 2016/04/13 by Olaf.Piesche Bumping size of the particle curve texture to 512x512 #rb martin.mittring #tests PC Editor, Game Change 2943174 on 2016/04/13 by Aaron.McLeran OR-19392 Ensure condition failed: (*RequiresInitialization == 0) on loading into PVP match - Removing ensure since there is a rare edge case where it's possible for a sound looping node may get ResetChildren called twice. - Condition is when a child random node o fa looping node has a blank entry and results in no sound chosen in a given frame (which results in ResetChildren getting called). Later in the frame, if a sound had previously been playing with an active sound, it will have stop called on it, which will call NotifyWaveInstanceFinished and hit the ensure. Simply using the branch to check if the looping node has been initialized will work fine in this and other cases. #codereview Bob.Tellez #rb Bob.Tellez #tests ran orion with this change testing problematic sound cue Change 2943042 on 2016/04/13 by Rob.Cannaday Fix crash in HTTP completion delegates on shutdown Stop ticking HTTP retry manager after FOnlineSubsystemImpl::Shutdown has been called #rb josh.markiewicz #tests shutting down multiple times Change 2942913 on 2016/04/13 by Lukasz.Furman added meta navmesh paths #orion #rb Mieszko.Zielinski #tests PIE Change 2942132 on 2016/04/13 by Wes.Hunt Enable UBT -ListBuildFolders to operate on Mac and iOS platforms without having to fully set up the remote environment. #codereview:leslie.nivison #rb peter.sauerbrei #tests running UBT with and without -listbuildfolders Change 2941651 on 2016/04/12 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 2941645 #RB:none #Tests:none Change 2941539 on 2016/04/12 by Laurent.Delayen FABRIK: Normalize outgoing rotations. Fixes Chains Q ability crashing. #rb none #tests Chains not crashing Change 2941469 on 2016/04/12 by Wes.Hunt Fix UBT -ListBuildFolders to not prep target for deployment. #codereview:leslie.nivison #rb none #tests tested -ListBuildFolders for Android Change 2941434 on 2016/04/12 by Leslie.Nivison Adding/cleaning up .tps files #rb none #test none Change 2941241 on 2016/04/12 by Daniel.Lamb Removed shadername from the shader code to fix deterministic material cooking issue. #jira UE-29320 #codereview Marcus.Wassmer #rb Marcus.Wassmer #test Running editor, cooking orion. Change 2941046 on 2016/04/12 by Laurent.Delayen Added safety net for non state AnimNotifies having a non-zero EndTriggerTimeOffset. Fixes Twinblast double shot for the left primary attack. #rb benn.gallagher #codereview lina.halper, ray.arnett, aaron.eady #tests twinblast's LMB Change 2941032 on 2016/04/12 by Jason.Bestimt #ORION_24 - Merge MAIN @ CL 2940950 #RB:none #Tests:none [CL 2952833 by Andrew Grant in Main branch]
2016-04-22 11:21:10 -04:00
// Fade when HLODs change threshold on-screen, else snap
// TODO: This logic can still be improved to clear state and
// transitions when off-screen, but needs better detection
const bool bChangedRange = bIsInDrawRange != Node.bWasVisible;
const bool bIsOnScreen = bIsVisible || Node.bWasVisible;
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2949393) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2949393 on 2016/04/20 by Graeme.Thornton Orion non-pak file security. - Removed security bypass code from platform pak file - Added a delegate to pak file code which allows the game to decide whether a file should be allowed or not - Added an orion delegate which whitelists appropriate files #rb robert.manuszewski #tests win64 client + dedicated server. golden path. Change 2949232 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Paragon: Added a distinct menu frame rate limit, currently set to 60 fps and not visible in settings (if the user sets a game frame rate limit of below 60, we also clamp the menu limit to that threshold, so they can go down but not up for menus) #jira OR-18017 #rb marcus.wassmer #tests Ran paragon and switched between gameplay, menus, and replays, observing t.MaxFPS at different points #ROBOMERGE-SOURCE: CL 2949231 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2949032 on 2016/04/19 by Zak.Middleton #orion - Lower default NetUpdateFrequency for minions (10->6). Avoid excessive latency for some knockback/knockup abilities that would have noticeable lag by forcing an update sooner when they are triggered. This should have the following effects: 1. Reduce server CPU cost (we tick minions at the net frequency). 2. Reduce server bandwidth 3. Reduce client CPU cost (we move character capsules and perform overlaps when new positions are received). #rb Bart.Bressler, John.Pollard #codereview Dmitry.Rekman #tests MultiPIE AI lane, Replays Change 2948966 on 2016/04/19 by Lina.Halper Added log (check) of the asset info for Anim Per Track contains invalid format key #rb: Michael.Noland #code review: Martin.Wilson, Laurent.Delayen, Michael.Noland #tests: editor/ cooked and test with AI_Tests with 10 bots. Change 2948876 on 2016/04/19 by Michael.Noland PS4: Validate that the texture pool size is not set to automatic (-1, which will crash later on as an attempt to allocate too much memory) #rb none #codereview marcus.wassmer #tests Ran Paragon on PS4 Change 2948765 on 2016/04/19 by Daniel.Lamb Removed AssetImportData tag from cooked asset registry builds. #rb Andrew.Grant #test Cook orion Change 2948691 on 2016/04/19 by Marcus.Wassmer Fix copytoresolvetarget ensure #rb none #test pc agora Change 2948633 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt [AUTOMERGE] Fix copytoresolve crash and change validation to ensure. #test PC editor / PC golden path #rb none -------- Integrated using branch //Orion/Main_to_//Orion/Release-Next (reversed) of change#2948169 by Marcus.Wassmer on 2016/04/19 10:50:32. #ROBOMERGE-SOURCE: CL 2948632 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948507 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Merging 2937781 (Pak signing) using //Orion/Dev-General_to_Release #rb none #tests cooked client, checked game runs #ROBOMERGE-SOURCE: CL 2948497 in //Orion/Release-0.24.1/... via CL 2948506 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948431 on 2016/04/19 by Steve.Robb CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #codereview robert.manuszewski,bob.tellez #rb bob.tellez #tests Ran editor Change 2948408 on 2016/04/19 by Leslie.Nivison Adding .tps #rb none #test none Change 2948185 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: chris.bunner Fix for HLOD visibility freeze. #tests Golden Path, Editor #rb rolando.caloca, michael.noland #lockdown andrew.grant #jira OR-19863 #ROBOMERGE-SOURCE: CL 2948182 in //Orion/Release-0.24.1/... via CL 2948183 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948149 on 2016/04/19 by Simon.Tovey Fixed crash. Collision rendering path was not dealing with mesh batch with 0 triangles where other paths do. #rb none #tests No more crash #codereview Marcus.Wassmer Change 2948129 on 2016/04/19 by Lukasz.Furman fixed gameplay debugger getting stuck with outdated data pack on client, changed names of AI related debug cvars #rb none #tests game, PIE #codereview Mieszko.Zielinski Change 2948027 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: graeme.thornton Fix for OR-20033 - CRASH: Client will crash with FRCPassPostProcessCircleDOFSetup #rb none #tests checked game runs without crashing #ROBOMERGE-SOURCE: CL 2948017 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947558 on 2016/04/18 by Matt.Kuhlenschmidt Fix compile error #rb none, #tests none Change 2947509 on 2016/04/18 by Matt.Kuhlenschmidt Added more logging to track down https://jira.ol.epicgames.net/browse/OR-19841 #rb none, #tests none Change 2947412 on 2016/04/18 by Ryan.Gerleve Fix shadowed variable. #rb none #tests none Change 2947377 on 2016/04/18 by Jamie.Dale Gather paths are now sorted by fuzzy-ness, so that more specific includes beat less specific excludes #rb Matt.Kuhlenschmidt #tests Built for Windows. Ran a gather, and confirmed that explicitly included heroes were now gathered, and that generically excluded heroes were absent from the gather. Change 2947351 on 2016/04/18 by Ryan.Gerleve Allow overriding the demo.AsyncLoadWorld setting with a URL option when playing a replay. Store the entire URL in the demo net driver instead of just the map name, so that the options can be accessed later. #tests golden path, replays #rb john.pollard Change 2947103 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2947071 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2947102 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947007 on 2016/04/18 by Zak.Middleton #ue4 - Improve linear smoothing in the presence of low net frequency updates. #rb Bart.Bressler #tests MultiPIE AI with lanes Change 2946994 on 2016/04/18 by Mieszko.Zielinski Improvements to NavigationSystem's "abstract navigation data" support #UE4 #rb Lukasz.Furman #test golden path Change 2946760 on 2016/04/18 by Chris.Bunner Fixing up bad merge, recommit of CL 2819472 - ForceLOD now clamps to available LODs on primitive, i.e. use MinLOD rather than not drawing at all. #tests Editor #rb None Change 2946745 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2946637 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2946656 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2946645 on 2016/04/18 by Richard.Fawcett When promoting a buidl to staged, prevent enumeration of files already in S3 Enumerating files in S3 is a slow process, and it turns out that simply uploading all chunks blindly is more efficient than enumerating existing chunks and selectively uploading only the new ones. #rb Leigh.Swift #tests This technique has already been used in launcher promotions for several months Change 2946622 on 2016/04/18 by Richard.Fawcett By default, when enumerating chunks from a manifest file, skip checking they exist on disk at enumeration time. This will fail anyway further down the line if the files don't exist, but will improve speed of stage promotions by around five minutes. In practice, we have NEVER seen a job fail at this point because of the existence check. #rb Leigh.Swift #tests Ensure that output of ExtractDataFilenamesFromManifest method is identical both with and without bSkipExistsCheck specified. Change 2945812 on 2016/04/15 by Daniel.Lamb Fixed error in diff cooked build commandlet. #rb ben.marsh #test Compile. Change 2945110 on 2016/04/15 by Matt.Kuhlenschmidt Fix crash exporting actors with non-scene components to fbx #rb none, #tests full scene exporting on maps that crashed #codereview alexis.matte Change 2945078 on 2016/04/15 by Simon.Tovey Fix for OR-19778 When some pooled systems are reused, on init they have a non zero lod level but the emitter instances are created at LOD 0 initially. So the component did not think it had to update it's LOD but the emitters were not at the correct LOD. Have forced a LOD set on init when the component LOD is non-zero. #rb none #tests Works in editor and game. #codereview Olaf.Piesche Change 2944664 on 2016/04/14 by Uriel.Doyon Fix to SM4 compilation issue #jira OR-19706 #rb marcus.wassmer #tests tested editor in SM4 and SM5 Change 2944642 on 2016/04/14 by Lukasz.Furman changed waypoint switch conditions in meta nav paths #rb none #tests PIE #codereview Mieszko.Zielinski Change 2944599 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Added sha1 to UnrealPak list output #rb none #tests listed content of pakfile #ROBOMERGE-SOURCE: CL 2944595 in //Orion/Release-0.24/... via CL 2944597 via CL 2944598 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944441 on 2016/04/14 by Marcus.Wassmer Duplicate change to output shader compiler errors. #rb none #test run PC and see errors. Change 2944437 on 2016/04/14 by John.Pollard Possible fix for https://jira.ol.epicgames.net/browse/OR-19614 #rb JoshM #codereview Josh.Markiewicz #tests Golden path matchmaking Change 2944430 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Engine: Added support for more/fewer settings in individual categories to the editor scalability control widget #rb david.ratti #tests Tested in the editor #ROBOMERGE-SOURCE: CL 2944428 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944198 on 2016/04/14 by David.Ratti Paragon - register for slow/stun/root/silence callbacks on any tag count change, not just add/remove. This is so the UI will update if you get another stack of a stackable slow GE. Ability system - unify client stack count change code path with server. Client now properly update owner ASC's tag map and broadcasts all delegates there. #rb dayY #tests pie Change 2944124 on 2016/04/14 by Wes.Hunt Change the TPS redirects for DX modules to point to the proper DX redist TPS which is what packaged games will need. #codereview:leslie.nivison #rb none #tests ran UAT ListThirdPartySoftware <for Orion> Change 2944107 on 2016/04/14 by Wes.Hunt MeshUtilities now depends on new module nvTessLib to better track the third party dependency. #codereview:daniel.wright #rb none #tests build OrionClient/Editor for Win64 Change 2944102 on 2016/04/14 by Wes.Hunt Tweak to UBT -ListBuildFolders to do a distinct in a better place to cut down on duplicate module searches. #tests ran the UBT command #rb none Change 2943851 on 2016/04/14 by Ryan.Gerleve Fix the ForEachNetDriver helper function to get the world context directly off the world instead of going through the game instance. Ensures the correct net drivers will be used when there are multiple worlds but only one game instance. #rb john.pollard #tests golden path, replays, PIE Change 2943847 on 2016/04/14 by Ryan.Gerleve Fixes to support client replay recording & playback in another world: When recording a replay, only swap actor roles if the remote role is ROLE_Authority When loading a replay checkpoint, call NetworkRemapPath to make sure paths have the correct name in the GuidCache #rb john.pollard #tests golden path, replays, PIE Change 2943691 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_24 - Fix for OR-19609, OR-19610, and OR-19611 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943687 in //Orion/Release-0.24/... via CL 2943688 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2943508 on 2016/04/14 by Richard.Fawcett Automation: Add support for multipart file uploads to Amazon S3 to increase speed of large file uploads. #jira OPPBUILD-44 #rb Leigh.Swift #tests Uploaded files to S3 using the new routines, downlaoded via AWS management console and ensured downloaded files identical to uploaded ones Change 2943274 on 2016/04/13 by jason.bestimt #ORION_MAIN - Merge 24 @ CL 2943257 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943271 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: david.nikdel, jason.bestimt Change 2943178 on 2016/04/13 by Olaf.Piesche Bumping size of the particle curve texture to 512x512 #rb martin.mittring #tests PC Editor, Game Change 2943174 on 2016/04/13 by Aaron.McLeran OR-19392 Ensure condition failed: (*RequiresInitialization == 0) on loading into PVP match - Removing ensure since there is a rare edge case where it's possible for a sound looping node may get ResetChildren called twice. - Condition is when a child random node o fa looping node has a blank entry and results in no sound chosen in a given frame (which results in ResetChildren getting called). Later in the frame, if a sound had previously been playing with an active sound, it will have stop called on it, which will call NotifyWaveInstanceFinished and hit the ensure. Simply using the branch to check if the looping node has been initialized will work fine in this and other cases. #codereview Bob.Tellez #rb Bob.Tellez #tests ran orion with this change testing problematic sound cue Change 2943042 on 2016/04/13 by Rob.Cannaday Fix crash in HTTP completion delegates on shutdown Stop ticking HTTP retry manager after FOnlineSubsystemImpl::Shutdown has been called #rb josh.markiewicz #tests shutting down multiple times Change 2942913 on 2016/04/13 by Lukasz.Furman added meta navmesh paths #orion #rb Mieszko.Zielinski #tests PIE Change 2942132 on 2016/04/13 by Wes.Hunt Enable UBT -ListBuildFolders to operate on Mac and iOS platforms without having to fully set up the remote environment. #codereview:leslie.nivison #rb peter.sauerbrei #tests running UBT with and without -listbuildfolders Change 2941651 on 2016/04/12 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 2941645 #RB:none #Tests:none Change 2941539 on 2016/04/12 by Laurent.Delayen FABRIK: Normalize outgoing rotations. Fixes Chains Q ability crashing. #rb none #tests Chains not crashing Change 2941469 on 2016/04/12 by Wes.Hunt Fix UBT -ListBuildFolders to not prep target for deployment. #codereview:leslie.nivison #rb none #tests tested -ListBuildFolders for Android Change 2941434 on 2016/04/12 by Leslie.Nivison Adding/cleaning up .tps files #rb none #test none Change 2941241 on 2016/04/12 by Daniel.Lamb Removed shadername from the shader code to fix deterministic material cooking issue. #jira UE-29320 #codereview Marcus.Wassmer #rb Marcus.Wassmer #test Running editor, cooking orion. Change 2941046 on 2016/04/12 by Laurent.Delayen Added safety net for non state AnimNotifies having a non-zero EndTriggerTimeOffset. Fixes Twinblast double shot for the left primary attack. #rb benn.gallagher #codereview lina.halper, ray.arnett, aaron.eady #tests twinblast's LMB Change 2941032 on 2016/04/12 by Jason.Bestimt #ORION_24 - Merge MAIN @ CL 2940950 #RB:none #Tests:none [CL 2952833 by Andrew Grant in Main branch]
2016-04-22 11:21:10 -04:00
// Update with syncs
if (bSyncFrame)
{
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
if (Node.bIsFading)
{
Node.bIsFading = false;
}
else if (bChangedRange && bIsOnScreen)
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2949393) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2949393 on 2016/04/20 by Graeme.Thornton Orion non-pak file security. - Removed security bypass code from platform pak file - Added a delegate to pak file code which allows the game to decide whether a file should be allowed or not - Added an orion delegate which whitelists appropriate files #rb robert.manuszewski #tests win64 client + dedicated server. golden path. Change 2949232 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Paragon: Added a distinct menu frame rate limit, currently set to 60 fps and not visible in settings (if the user sets a game frame rate limit of below 60, we also clamp the menu limit to that threshold, so they can go down but not up for menus) #jira OR-18017 #rb marcus.wassmer #tests Ran paragon and switched between gameplay, menus, and replays, observing t.MaxFPS at different points #ROBOMERGE-SOURCE: CL 2949231 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2949032 on 2016/04/19 by Zak.Middleton #orion - Lower default NetUpdateFrequency for minions (10->6). Avoid excessive latency for some knockback/knockup abilities that would have noticeable lag by forcing an update sooner when they are triggered. This should have the following effects: 1. Reduce server CPU cost (we tick minions at the net frequency). 2. Reduce server bandwidth 3. Reduce client CPU cost (we move character capsules and perform overlaps when new positions are received). #rb Bart.Bressler, John.Pollard #codereview Dmitry.Rekman #tests MultiPIE AI lane, Replays Change 2948966 on 2016/04/19 by Lina.Halper Added log (check) of the asset info for Anim Per Track contains invalid format key #rb: Michael.Noland #code review: Martin.Wilson, Laurent.Delayen, Michael.Noland #tests: editor/ cooked and test with AI_Tests with 10 bots. Change 2948876 on 2016/04/19 by Michael.Noland PS4: Validate that the texture pool size is not set to automatic (-1, which will crash later on as an attempt to allocate too much memory) #rb none #codereview marcus.wassmer #tests Ran Paragon on PS4 Change 2948765 on 2016/04/19 by Daniel.Lamb Removed AssetImportData tag from cooked asset registry builds. #rb Andrew.Grant #test Cook orion Change 2948691 on 2016/04/19 by Marcus.Wassmer Fix copytoresolvetarget ensure #rb none #test pc agora Change 2948633 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt [AUTOMERGE] Fix copytoresolve crash and change validation to ensure. #test PC editor / PC golden path #rb none -------- Integrated using branch //Orion/Main_to_//Orion/Release-Next (reversed) of change#2948169 by Marcus.Wassmer on 2016/04/19 10:50:32. #ROBOMERGE-SOURCE: CL 2948632 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948507 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Merging 2937781 (Pak signing) using //Orion/Dev-General_to_Release #rb none #tests cooked client, checked game runs #ROBOMERGE-SOURCE: CL 2948497 in //Orion/Release-0.24.1/... via CL 2948506 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948431 on 2016/04/19 by Steve.Robb CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #codereview robert.manuszewski,bob.tellez #rb bob.tellez #tests Ran editor Change 2948408 on 2016/04/19 by Leslie.Nivison Adding .tps #rb none #test none Change 2948185 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: chris.bunner Fix for HLOD visibility freeze. #tests Golden Path, Editor #rb rolando.caloca, michael.noland #lockdown andrew.grant #jira OR-19863 #ROBOMERGE-SOURCE: CL 2948182 in //Orion/Release-0.24.1/... via CL 2948183 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948149 on 2016/04/19 by Simon.Tovey Fixed crash. Collision rendering path was not dealing with mesh batch with 0 triangles where other paths do. #rb none #tests No more crash #codereview Marcus.Wassmer Change 2948129 on 2016/04/19 by Lukasz.Furman fixed gameplay debugger getting stuck with outdated data pack on client, changed names of AI related debug cvars #rb none #tests game, PIE #codereview Mieszko.Zielinski Change 2948027 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: graeme.thornton Fix for OR-20033 - CRASH: Client will crash with FRCPassPostProcessCircleDOFSetup #rb none #tests checked game runs without crashing #ROBOMERGE-SOURCE: CL 2948017 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947558 on 2016/04/18 by Matt.Kuhlenschmidt Fix compile error #rb none, #tests none Change 2947509 on 2016/04/18 by Matt.Kuhlenschmidt Added more logging to track down https://jira.ol.epicgames.net/browse/OR-19841 #rb none, #tests none Change 2947412 on 2016/04/18 by Ryan.Gerleve Fix shadowed variable. #rb none #tests none Change 2947377 on 2016/04/18 by Jamie.Dale Gather paths are now sorted by fuzzy-ness, so that more specific includes beat less specific excludes #rb Matt.Kuhlenschmidt #tests Built for Windows. Ran a gather, and confirmed that explicitly included heroes were now gathered, and that generically excluded heroes were absent from the gather. Change 2947351 on 2016/04/18 by Ryan.Gerleve Allow overriding the demo.AsyncLoadWorld setting with a URL option when playing a replay. Store the entire URL in the demo net driver instead of just the map name, so that the options can be accessed later. #tests golden path, replays #rb john.pollard Change 2947103 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2947071 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2947102 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947007 on 2016/04/18 by Zak.Middleton #ue4 - Improve linear smoothing in the presence of low net frequency updates. #rb Bart.Bressler #tests MultiPIE AI with lanes Change 2946994 on 2016/04/18 by Mieszko.Zielinski Improvements to NavigationSystem's "abstract navigation data" support #UE4 #rb Lukasz.Furman #test golden path Change 2946760 on 2016/04/18 by Chris.Bunner Fixing up bad merge, recommit of CL 2819472 - ForceLOD now clamps to available LODs on primitive, i.e. use MinLOD rather than not drawing at all. #tests Editor #rb None Change 2946745 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2946637 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2946656 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2946645 on 2016/04/18 by Richard.Fawcett When promoting a buidl to staged, prevent enumeration of files already in S3 Enumerating files in S3 is a slow process, and it turns out that simply uploading all chunks blindly is more efficient than enumerating existing chunks and selectively uploading only the new ones. #rb Leigh.Swift #tests This technique has already been used in launcher promotions for several months Change 2946622 on 2016/04/18 by Richard.Fawcett By default, when enumerating chunks from a manifest file, skip checking they exist on disk at enumeration time. This will fail anyway further down the line if the files don't exist, but will improve speed of stage promotions by around five minutes. In practice, we have NEVER seen a job fail at this point because of the existence check. #rb Leigh.Swift #tests Ensure that output of ExtractDataFilenamesFromManifest method is identical both with and without bSkipExistsCheck specified. Change 2945812 on 2016/04/15 by Daniel.Lamb Fixed error in diff cooked build commandlet. #rb ben.marsh #test Compile. Change 2945110 on 2016/04/15 by Matt.Kuhlenschmidt Fix crash exporting actors with non-scene components to fbx #rb none, #tests full scene exporting on maps that crashed #codereview alexis.matte Change 2945078 on 2016/04/15 by Simon.Tovey Fix for OR-19778 When some pooled systems are reused, on init they have a non zero lod level but the emitter instances are created at LOD 0 initially. So the component did not think it had to update it's LOD but the emitters were not at the correct LOD. Have forced a LOD set on init when the component LOD is non-zero. #rb none #tests Works in editor and game. #codereview Olaf.Piesche Change 2944664 on 2016/04/14 by Uriel.Doyon Fix to SM4 compilation issue #jira OR-19706 #rb marcus.wassmer #tests tested editor in SM4 and SM5 Change 2944642 on 2016/04/14 by Lukasz.Furman changed waypoint switch conditions in meta nav paths #rb none #tests PIE #codereview Mieszko.Zielinski Change 2944599 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Added sha1 to UnrealPak list output #rb none #tests listed content of pakfile #ROBOMERGE-SOURCE: CL 2944595 in //Orion/Release-0.24/... via CL 2944597 via CL 2944598 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944441 on 2016/04/14 by Marcus.Wassmer Duplicate change to output shader compiler errors. #rb none #test run PC and see errors. Change 2944437 on 2016/04/14 by John.Pollard Possible fix for https://jira.ol.epicgames.net/browse/OR-19614 #rb JoshM #codereview Josh.Markiewicz #tests Golden path matchmaking Change 2944430 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Engine: Added support for more/fewer settings in individual categories to the editor scalability control widget #rb david.ratti #tests Tested in the editor #ROBOMERGE-SOURCE: CL 2944428 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944198 on 2016/04/14 by David.Ratti Paragon - register for slow/stun/root/silence callbacks on any tag count change, not just add/remove. This is so the UI will update if you get another stack of a stackable slow GE. Ability system - unify client stack count change code path with server. Client now properly update owner ASC's tag map and broadcasts all delegates there. #rb dayY #tests pie Change 2944124 on 2016/04/14 by Wes.Hunt Change the TPS redirects for DX modules to point to the proper DX redist TPS which is what packaged games will need. #codereview:leslie.nivison #rb none #tests ran UAT ListThirdPartySoftware <for Orion> Change 2944107 on 2016/04/14 by Wes.Hunt MeshUtilities now depends on new module nvTessLib to better track the third party dependency. #codereview:daniel.wright #rb none #tests build OrionClient/Editor for Win64 Change 2944102 on 2016/04/14 by Wes.Hunt Tweak to UBT -ListBuildFolders to do a distinct in a better place to cut down on duplicate module searches. #tests ran the UBT command #rb none Change 2943851 on 2016/04/14 by Ryan.Gerleve Fix the ForEachNetDriver helper function to get the world context directly off the world instead of going through the game instance. Ensures the correct net drivers will be used when there are multiple worlds but only one game instance. #rb john.pollard #tests golden path, replays, PIE Change 2943847 on 2016/04/14 by Ryan.Gerleve Fixes to support client replay recording & playback in another world: When recording a replay, only swap actor roles if the remote role is ROLE_Authority When loading a replay checkpoint, call NetworkRemapPath to make sure paths have the correct name in the GuidCache #rb john.pollard #tests golden path, replays, PIE Change 2943691 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_24 - Fix for OR-19609, OR-19610, and OR-19611 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943687 in //Orion/Release-0.24/... via CL 2943688 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2943508 on 2016/04/14 by Richard.Fawcett Automation: Add support for multipart file uploads to Amazon S3 to increase speed of large file uploads. #jira OPPBUILD-44 #rb Leigh.Swift #tests Uploaded files to S3 using the new routines, downlaoded via AWS management console and ensured downloaded files identical to uploaded ones Change 2943274 on 2016/04/13 by jason.bestimt #ORION_MAIN - Merge 24 @ CL 2943257 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943271 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: david.nikdel, jason.bestimt Change 2943178 on 2016/04/13 by Olaf.Piesche Bumping size of the particle curve texture to 512x512 #rb martin.mittring #tests PC Editor, Game Change 2943174 on 2016/04/13 by Aaron.McLeran OR-19392 Ensure condition failed: (*RequiresInitialization == 0) on loading into PVP match - Removing ensure since there is a rare edge case where it's possible for a sound looping node may get ResetChildren called twice. - Condition is when a child random node o fa looping node has a blank entry and results in no sound chosen in a given frame (which results in ResetChildren getting called). Later in the frame, if a sound had previously been playing with an active sound, it will have stop called on it, which will call NotifyWaveInstanceFinished and hit the ensure. Simply using the branch to check if the looping node has been initialized will work fine in this and other cases. #codereview Bob.Tellez #rb Bob.Tellez #tests ran orion with this change testing problematic sound cue Change 2943042 on 2016/04/13 by Rob.Cannaday Fix crash in HTTP completion delegates on shutdown Stop ticking HTTP retry manager after FOnlineSubsystemImpl::Shutdown has been called #rb josh.markiewicz #tests shutting down multiple times Change 2942913 on 2016/04/13 by Lukasz.Furman added meta navmesh paths #orion #rb Mieszko.Zielinski #tests PIE Change 2942132 on 2016/04/13 by Wes.Hunt Enable UBT -ListBuildFolders to operate on Mac and iOS platforms without having to fully set up the remote environment. #codereview:leslie.nivison #rb peter.sauerbrei #tests running UBT with and without -listbuildfolders Change 2941651 on 2016/04/12 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 2941645 #RB:none #Tests:none Change 2941539 on 2016/04/12 by Laurent.Delayen FABRIK: Normalize outgoing rotations. Fixes Chains Q ability crashing. #rb none #tests Chains not crashing Change 2941469 on 2016/04/12 by Wes.Hunt Fix UBT -ListBuildFolders to not prep target for deployment. #codereview:leslie.nivison #rb none #tests tested -ListBuildFolders for Android Change 2941434 on 2016/04/12 by Leslie.Nivison Adding/cleaning up .tps files #rb none #test none Change 2941241 on 2016/04/12 by Daniel.Lamb Removed shadername from the shader code to fix deterministic material cooking issue. #jira UE-29320 #codereview Marcus.Wassmer #rb Marcus.Wassmer #test Running editor, cooking orion. Change 2941046 on 2016/04/12 by Laurent.Delayen Added safety net for non state AnimNotifies having a non-zero EndTriggerTimeOffset. Fixes Twinblast double shot for the left primary attack. #rb benn.gallagher #codereview lina.halper, ray.arnett, aaron.eady #tests twinblast's LMB Change 2941032 on 2016/04/12 by Jason.Bestimt #ORION_24 - Merge MAIN @ CL 2940950 #RB:none #Tests:none [CL 2952833 by Andrew Grant in Main branch]
2016-04-22 11:21:10 -04:00
{
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
Node.bIsFading = true;
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
}
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2949393) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2949393 on 2016/04/20 by Graeme.Thornton Orion non-pak file security. - Removed security bypass code from platform pak file - Added a delegate to pak file code which allows the game to decide whether a file should be allowed or not - Added an orion delegate which whitelists appropriate files #rb robert.manuszewski #tests win64 client + dedicated server. golden path. Change 2949232 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Paragon: Added a distinct menu frame rate limit, currently set to 60 fps and not visible in settings (if the user sets a game frame rate limit of below 60, we also clamp the menu limit to that threshold, so they can go down but not up for menus) #jira OR-18017 #rb marcus.wassmer #tests Ran paragon and switched between gameplay, menus, and replays, observing t.MaxFPS at different points #ROBOMERGE-SOURCE: CL 2949231 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2949032 on 2016/04/19 by Zak.Middleton #orion - Lower default NetUpdateFrequency for minions (10->6). Avoid excessive latency for some knockback/knockup abilities that would have noticeable lag by forcing an update sooner when they are triggered. This should have the following effects: 1. Reduce server CPU cost (we tick minions at the net frequency). 2. Reduce server bandwidth 3. Reduce client CPU cost (we move character capsules and perform overlaps when new positions are received). #rb Bart.Bressler, John.Pollard #codereview Dmitry.Rekman #tests MultiPIE AI lane, Replays Change 2948966 on 2016/04/19 by Lina.Halper Added log (check) of the asset info for Anim Per Track contains invalid format key #rb: Michael.Noland #code review: Martin.Wilson, Laurent.Delayen, Michael.Noland #tests: editor/ cooked and test with AI_Tests with 10 bots. Change 2948876 on 2016/04/19 by Michael.Noland PS4: Validate that the texture pool size is not set to automatic (-1, which will crash later on as an attempt to allocate too much memory) #rb none #codereview marcus.wassmer #tests Ran Paragon on PS4 Change 2948765 on 2016/04/19 by Daniel.Lamb Removed AssetImportData tag from cooked asset registry builds. #rb Andrew.Grant #test Cook orion Change 2948691 on 2016/04/19 by Marcus.Wassmer Fix copytoresolvetarget ensure #rb none #test pc agora Change 2948633 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt [AUTOMERGE] Fix copytoresolve crash and change validation to ensure. #test PC editor / PC golden path #rb none -------- Integrated using branch //Orion/Main_to_//Orion/Release-Next (reversed) of change#2948169 by Marcus.Wassmer on 2016/04/19 10:50:32. #ROBOMERGE-SOURCE: CL 2948632 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948507 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Merging 2937781 (Pak signing) using //Orion/Dev-General_to_Release #rb none #tests cooked client, checked game runs #ROBOMERGE-SOURCE: CL 2948497 in //Orion/Release-0.24.1/... via CL 2948506 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948431 on 2016/04/19 by Steve.Robb CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #codereview robert.manuszewski,bob.tellez #rb bob.tellez #tests Ran editor Change 2948408 on 2016/04/19 by Leslie.Nivison Adding .tps #rb none #test none Change 2948185 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: chris.bunner Fix for HLOD visibility freeze. #tests Golden Path, Editor #rb rolando.caloca, michael.noland #lockdown andrew.grant #jira OR-19863 #ROBOMERGE-SOURCE: CL 2948182 in //Orion/Release-0.24.1/... via CL 2948183 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948149 on 2016/04/19 by Simon.Tovey Fixed crash. Collision rendering path was not dealing with mesh batch with 0 triangles where other paths do. #rb none #tests No more crash #codereview Marcus.Wassmer Change 2948129 on 2016/04/19 by Lukasz.Furman fixed gameplay debugger getting stuck with outdated data pack on client, changed names of AI related debug cvars #rb none #tests game, PIE #codereview Mieszko.Zielinski Change 2948027 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: graeme.thornton Fix for OR-20033 - CRASH: Client will crash with FRCPassPostProcessCircleDOFSetup #rb none #tests checked game runs without crashing #ROBOMERGE-SOURCE: CL 2948017 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947558 on 2016/04/18 by Matt.Kuhlenschmidt Fix compile error #rb none, #tests none Change 2947509 on 2016/04/18 by Matt.Kuhlenschmidt Added more logging to track down https://jira.ol.epicgames.net/browse/OR-19841 #rb none, #tests none Change 2947412 on 2016/04/18 by Ryan.Gerleve Fix shadowed variable. #rb none #tests none Change 2947377 on 2016/04/18 by Jamie.Dale Gather paths are now sorted by fuzzy-ness, so that more specific includes beat less specific excludes #rb Matt.Kuhlenschmidt #tests Built for Windows. Ran a gather, and confirmed that explicitly included heroes were now gathered, and that generically excluded heroes were absent from the gather. Change 2947351 on 2016/04/18 by Ryan.Gerleve Allow overriding the demo.AsyncLoadWorld setting with a URL option when playing a replay. Store the entire URL in the demo net driver instead of just the map name, so that the options can be accessed later. #tests golden path, replays #rb john.pollard Change 2947103 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2947071 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2947102 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947007 on 2016/04/18 by Zak.Middleton #ue4 - Improve linear smoothing in the presence of low net frequency updates. #rb Bart.Bressler #tests MultiPIE AI with lanes Change 2946994 on 2016/04/18 by Mieszko.Zielinski Improvements to NavigationSystem's "abstract navigation data" support #UE4 #rb Lukasz.Furman #test golden path Change 2946760 on 2016/04/18 by Chris.Bunner Fixing up bad merge, recommit of CL 2819472 - ForceLOD now clamps to available LODs on primitive, i.e. use MinLOD rather than not drawing at all. #tests Editor #rb None Change 2946745 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2946637 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2946656 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2946645 on 2016/04/18 by Richard.Fawcett When promoting a buidl to staged, prevent enumeration of files already in S3 Enumerating files in S3 is a slow process, and it turns out that simply uploading all chunks blindly is more efficient than enumerating existing chunks and selectively uploading only the new ones. #rb Leigh.Swift #tests This technique has already been used in launcher promotions for several months Change 2946622 on 2016/04/18 by Richard.Fawcett By default, when enumerating chunks from a manifest file, skip checking they exist on disk at enumeration time. This will fail anyway further down the line if the files don't exist, but will improve speed of stage promotions by around five minutes. In practice, we have NEVER seen a job fail at this point because of the existence check. #rb Leigh.Swift #tests Ensure that output of ExtractDataFilenamesFromManifest method is identical both with and without bSkipExistsCheck specified. Change 2945812 on 2016/04/15 by Daniel.Lamb Fixed error in diff cooked build commandlet. #rb ben.marsh #test Compile. Change 2945110 on 2016/04/15 by Matt.Kuhlenschmidt Fix crash exporting actors with non-scene components to fbx #rb none, #tests full scene exporting on maps that crashed #codereview alexis.matte Change 2945078 on 2016/04/15 by Simon.Tovey Fix for OR-19778 When some pooled systems are reused, on init they have a non zero lod level but the emitter instances are created at LOD 0 initially. So the component did not think it had to update it's LOD but the emitters were not at the correct LOD. Have forced a LOD set on init when the component LOD is non-zero. #rb none #tests Works in editor and game. #codereview Olaf.Piesche Change 2944664 on 2016/04/14 by Uriel.Doyon Fix to SM4 compilation issue #jira OR-19706 #rb marcus.wassmer #tests tested editor in SM4 and SM5 Change 2944642 on 2016/04/14 by Lukasz.Furman changed waypoint switch conditions in meta nav paths #rb none #tests PIE #codereview Mieszko.Zielinski Change 2944599 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Added sha1 to UnrealPak list output #rb none #tests listed content of pakfile #ROBOMERGE-SOURCE: CL 2944595 in //Orion/Release-0.24/... via CL 2944597 via CL 2944598 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944441 on 2016/04/14 by Marcus.Wassmer Duplicate change to output shader compiler errors. #rb none #test run PC and see errors. Change 2944437 on 2016/04/14 by John.Pollard Possible fix for https://jira.ol.epicgames.net/browse/OR-19614 #rb JoshM #codereview Josh.Markiewicz #tests Golden path matchmaking Change 2944430 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Engine: Added support for more/fewer settings in individual categories to the editor scalability control widget #rb david.ratti #tests Tested in the editor #ROBOMERGE-SOURCE: CL 2944428 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944198 on 2016/04/14 by David.Ratti Paragon - register for slow/stun/root/silence callbacks on any tag count change, not just add/remove. This is so the UI will update if you get another stack of a stackable slow GE. Ability system - unify client stack count change code path with server. Client now properly update owner ASC's tag map and broadcasts all delegates there. #rb dayY #tests pie Change 2944124 on 2016/04/14 by Wes.Hunt Change the TPS redirects for DX modules to point to the proper DX redist TPS which is what packaged games will need. #codereview:leslie.nivison #rb none #tests ran UAT ListThirdPartySoftware <for Orion> Change 2944107 on 2016/04/14 by Wes.Hunt MeshUtilities now depends on new module nvTessLib to better track the third party dependency. #codereview:daniel.wright #rb none #tests build OrionClient/Editor for Win64 Change 2944102 on 2016/04/14 by Wes.Hunt Tweak to UBT -ListBuildFolders to do a distinct in a better place to cut down on duplicate module searches. #tests ran the UBT command #rb none Change 2943851 on 2016/04/14 by Ryan.Gerleve Fix the ForEachNetDriver helper function to get the world context directly off the world instead of going through the game instance. Ensures the correct net drivers will be used when there are multiple worlds but only one game instance. #rb john.pollard #tests golden path, replays, PIE Change 2943847 on 2016/04/14 by Ryan.Gerleve Fixes to support client replay recording & playback in another world: When recording a replay, only swap actor roles if the remote role is ROLE_Authority When loading a replay checkpoint, call NetworkRemapPath to make sure paths have the correct name in the GuidCache #rb john.pollard #tests golden path, replays, PIE Change 2943691 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_24 - Fix for OR-19609, OR-19610, and OR-19611 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943687 in //Orion/Release-0.24/... via CL 2943688 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2943508 on 2016/04/14 by Richard.Fawcett Automation: Add support for multipart file uploads to Amazon S3 to increase speed of large file uploads. #jira OPPBUILD-44 #rb Leigh.Swift #tests Uploaded files to S3 using the new routines, downlaoded via AWS management console and ensured downloaded files identical to uploaded ones Change 2943274 on 2016/04/13 by jason.bestimt #ORION_MAIN - Merge 24 @ CL 2943257 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943271 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: david.nikdel, jason.bestimt Change 2943178 on 2016/04/13 by Olaf.Piesche Bumping size of the particle curve texture to 512x512 #rb martin.mittring #tests PC Editor, Game Change 2943174 on 2016/04/13 by Aaron.McLeran OR-19392 Ensure condition failed: (*RequiresInitialization == 0) on loading into PVP match - Removing ensure since there is a rare edge case where it's possible for a sound looping node may get ResetChildren called twice. - Condition is when a child random node o fa looping node has a blank entry and results in no sound chosen in a given frame (which results in ResetChildren getting called). Later in the frame, if a sound had previously been playing with an active sound, it will have stop called on it, which will call NotifyWaveInstanceFinished and hit the ensure. Simply using the branch to check if the looping node has been initialized will work fine in this and other cases. #codereview Bob.Tellez #rb Bob.Tellez #tests ran orion with this change testing problematic sound cue Change 2943042 on 2016/04/13 by Rob.Cannaday Fix crash in HTTP completion delegates on shutdown Stop ticking HTTP retry manager after FOnlineSubsystemImpl::Shutdown has been called #rb josh.markiewicz #tests shutting down multiple times Change 2942913 on 2016/04/13 by Lukasz.Furman added meta navmesh paths #orion #rb Mieszko.Zielinski #tests PIE Change 2942132 on 2016/04/13 by Wes.Hunt Enable UBT -ListBuildFolders to operate on Mac and iOS platforms without having to fully set up the remote environment. #codereview:leslie.nivison #rb peter.sauerbrei #tests running UBT with and without -listbuildfolders Change 2941651 on 2016/04/12 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 2941645 #RB:none #Tests:none Change 2941539 on 2016/04/12 by Laurent.Delayen FABRIK: Normalize outgoing rotations. Fixes Chains Q ability crashing. #rb none #tests Chains not crashing Change 2941469 on 2016/04/12 by Wes.Hunt Fix UBT -ListBuildFolders to not prep target for deployment. #codereview:leslie.nivison #rb none #tests tested -ListBuildFolders for Android Change 2941434 on 2016/04/12 by Leslie.Nivison Adding/cleaning up .tps files #rb none #test none Change 2941241 on 2016/04/12 by Daniel.Lamb Removed shadername from the shader code to fix deterministic material cooking issue. #jira UE-29320 #codereview Marcus.Wassmer #rb Marcus.Wassmer #test Running editor, cooking orion. Change 2941046 on 2016/04/12 by Laurent.Delayen Added safety net for non state AnimNotifies having a non-zero EndTriggerTimeOffset. Fixes Twinblast double shot for the left primary attack. #rb benn.gallagher #codereview lina.halper, ray.arnett, aaron.eady #tests twinblast's LMB Change 2941032 on 2016/04/12 by Jason.Bestimt #ORION_24 - Merge MAIN @ CL 2940950 #RB:none #Tests:none [CL 2952833 by Andrew Grant in Main branch]
2016-04-22 11:21:10 -04:00
Node.bWasVisible = Node.bIsVisible;
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
Node.bIsVisible = bIsInDrawRange;
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2949393) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2949393 on 2016/04/20 by Graeme.Thornton Orion non-pak file security. - Removed security bypass code from platform pak file - Added a delegate to pak file code which allows the game to decide whether a file should be allowed or not - Added an orion delegate which whitelists appropriate files #rb robert.manuszewski #tests win64 client + dedicated server. golden path. Change 2949232 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Paragon: Added a distinct menu frame rate limit, currently set to 60 fps and not visible in settings (if the user sets a game frame rate limit of below 60, we also clamp the menu limit to that threshold, so they can go down but not up for menus) #jira OR-18017 #rb marcus.wassmer #tests Ran paragon and switched between gameplay, menus, and replays, observing t.MaxFPS at different points #ROBOMERGE-SOURCE: CL 2949231 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2949032 on 2016/04/19 by Zak.Middleton #orion - Lower default NetUpdateFrequency for minions (10->6). Avoid excessive latency for some knockback/knockup abilities that would have noticeable lag by forcing an update sooner when they are triggered. This should have the following effects: 1. Reduce server CPU cost (we tick minions at the net frequency). 2. Reduce server bandwidth 3. Reduce client CPU cost (we move character capsules and perform overlaps when new positions are received). #rb Bart.Bressler, John.Pollard #codereview Dmitry.Rekman #tests MultiPIE AI lane, Replays Change 2948966 on 2016/04/19 by Lina.Halper Added log (check) of the asset info for Anim Per Track contains invalid format key #rb: Michael.Noland #code review: Martin.Wilson, Laurent.Delayen, Michael.Noland #tests: editor/ cooked and test with AI_Tests with 10 bots. Change 2948876 on 2016/04/19 by Michael.Noland PS4: Validate that the texture pool size is not set to automatic (-1, which will crash later on as an attempt to allocate too much memory) #rb none #codereview marcus.wassmer #tests Ran Paragon on PS4 Change 2948765 on 2016/04/19 by Daniel.Lamb Removed AssetImportData tag from cooked asset registry builds. #rb Andrew.Grant #test Cook orion Change 2948691 on 2016/04/19 by Marcus.Wassmer Fix copytoresolvetarget ensure #rb none #test pc agora Change 2948633 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt [AUTOMERGE] Fix copytoresolve crash and change validation to ensure. #test PC editor / PC golden path #rb none -------- Integrated using branch //Orion/Main_to_//Orion/Release-Next (reversed) of change#2948169 by Marcus.Wassmer on 2016/04/19 10:50:32. #ROBOMERGE-SOURCE: CL 2948632 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948507 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Merging 2937781 (Pak signing) using //Orion/Dev-General_to_Release #rb none #tests cooked client, checked game runs #ROBOMERGE-SOURCE: CL 2948497 in //Orion/Release-0.24.1/... via CL 2948506 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948431 on 2016/04/19 by Steve.Robb CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #codereview robert.manuszewski,bob.tellez #rb bob.tellez #tests Ran editor Change 2948408 on 2016/04/19 by Leslie.Nivison Adding .tps #rb none #test none Change 2948185 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: chris.bunner Fix for HLOD visibility freeze. #tests Golden Path, Editor #rb rolando.caloca, michael.noland #lockdown andrew.grant #jira OR-19863 #ROBOMERGE-SOURCE: CL 2948182 in //Orion/Release-0.24.1/... via CL 2948183 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948149 on 2016/04/19 by Simon.Tovey Fixed crash. Collision rendering path was not dealing with mesh batch with 0 triangles where other paths do. #rb none #tests No more crash #codereview Marcus.Wassmer Change 2948129 on 2016/04/19 by Lukasz.Furman fixed gameplay debugger getting stuck with outdated data pack on client, changed names of AI related debug cvars #rb none #tests game, PIE #codereview Mieszko.Zielinski Change 2948027 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: graeme.thornton Fix for OR-20033 - CRASH: Client will crash with FRCPassPostProcessCircleDOFSetup #rb none #tests checked game runs without crashing #ROBOMERGE-SOURCE: CL 2948017 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947558 on 2016/04/18 by Matt.Kuhlenschmidt Fix compile error #rb none, #tests none Change 2947509 on 2016/04/18 by Matt.Kuhlenschmidt Added more logging to track down https://jira.ol.epicgames.net/browse/OR-19841 #rb none, #tests none Change 2947412 on 2016/04/18 by Ryan.Gerleve Fix shadowed variable. #rb none #tests none Change 2947377 on 2016/04/18 by Jamie.Dale Gather paths are now sorted by fuzzy-ness, so that more specific includes beat less specific excludes #rb Matt.Kuhlenschmidt #tests Built for Windows. Ran a gather, and confirmed that explicitly included heroes were now gathered, and that generically excluded heroes were absent from the gather. Change 2947351 on 2016/04/18 by Ryan.Gerleve Allow overriding the demo.AsyncLoadWorld setting with a URL option when playing a replay. Store the entire URL in the demo net driver instead of just the map name, so that the options can be accessed later. #tests golden path, replays #rb john.pollard Change 2947103 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2947071 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2947102 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947007 on 2016/04/18 by Zak.Middleton #ue4 - Improve linear smoothing in the presence of low net frequency updates. #rb Bart.Bressler #tests MultiPIE AI with lanes Change 2946994 on 2016/04/18 by Mieszko.Zielinski Improvements to NavigationSystem's "abstract navigation data" support #UE4 #rb Lukasz.Furman #test golden path Change 2946760 on 2016/04/18 by Chris.Bunner Fixing up bad merge, recommit of CL 2819472 - ForceLOD now clamps to available LODs on primitive, i.e. use MinLOD rather than not drawing at all. #tests Editor #rb None Change 2946745 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2946637 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2946656 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2946645 on 2016/04/18 by Richard.Fawcett When promoting a buidl to staged, prevent enumeration of files already in S3 Enumerating files in S3 is a slow process, and it turns out that simply uploading all chunks blindly is more efficient than enumerating existing chunks and selectively uploading only the new ones. #rb Leigh.Swift #tests This technique has already been used in launcher promotions for several months Change 2946622 on 2016/04/18 by Richard.Fawcett By default, when enumerating chunks from a manifest file, skip checking they exist on disk at enumeration time. This will fail anyway further down the line if the files don't exist, but will improve speed of stage promotions by around five minutes. In practice, we have NEVER seen a job fail at this point because of the existence check. #rb Leigh.Swift #tests Ensure that output of ExtractDataFilenamesFromManifest method is identical both with and without bSkipExistsCheck specified. Change 2945812 on 2016/04/15 by Daniel.Lamb Fixed error in diff cooked build commandlet. #rb ben.marsh #test Compile. Change 2945110 on 2016/04/15 by Matt.Kuhlenschmidt Fix crash exporting actors with non-scene components to fbx #rb none, #tests full scene exporting on maps that crashed #codereview alexis.matte Change 2945078 on 2016/04/15 by Simon.Tovey Fix for OR-19778 When some pooled systems are reused, on init they have a non zero lod level but the emitter instances are created at LOD 0 initially. So the component did not think it had to update it's LOD but the emitters were not at the correct LOD. Have forced a LOD set on init when the component LOD is non-zero. #rb none #tests Works in editor and game. #codereview Olaf.Piesche Change 2944664 on 2016/04/14 by Uriel.Doyon Fix to SM4 compilation issue #jira OR-19706 #rb marcus.wassmer #tests tested editor in SM4 and SM5 Change 2944642 on 2016/04/14 by Lukasz.Furman changed waypoint switch conditions in meta nav paths #rb none #tests PIE #codereview Mieszko.Zielinski Change 2944599 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Added sha1 to UnrealPak list output #rb none #tests listed content of pakfile #ROBOMERGE-SOURCE: CL 2944595 in //Orion/Release-0.24/... via CL 2944597 via CL 2944598 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944441 on 2016/04/14 by Marcus.Wassmer Duplicate change to output shader compiler errors. #rb none #test run PC and see errors. Change 2944437 on 2016/04/14 by John.Pollard Possible fix for https://jira.ol.epicgames.net/browse/OR-19614 #rb JoshM #codereview Josh.Markiewicz #tests Golden path matchmaking Change 2944430 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Engine: Added support for more/fewer settings in individual categories to the editor scalability control widget #rb david.ratti #tests Tested in the editor #ROBOMERGE-SOURCE: CL 2944428 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944198 on 2016/04/14 by David.Ratti Paragon - register for slow/stun/root/silence callbacks on any tag count change, not just add/remove. This is so the UI will update if you get another stack of a stackable slow GE. Ability system - unify client stack count change code path with server. Client now properly update owner ASC's tag map and broadcasts all delegates there. #rb dayY #tests pie Change 2944124 on 2016/04/14 by Wes.Hunt Change the TPS redirects for DX modules to point to the proper DX redist TPS which is what packaged games will need. #codereview:leslie.nivison #rb none #tests ran UAT ListThirdPartySoftware <for Orion> Change 2944107 on 2016/04/14 by Wes.Hunt MeshUtilities now depends on new module nvTessLib to better track the third party dependency. #codereview:daniel.wright #rb none #tests build OrionClient/Editor for Win64 Change 2944102 on 2016/04/14 by Wes.Hunt Tweak to UBT -ListBuildFolders to do a distinct in a better place to cut down on duplicate module searches. #tests ran the UBT command #rb none Change 2943851 on 2016/04/14 by Ryan.Gerleve Fix the ForEachNetDriver helper function to get the world context directly off the world instead of going through the game instance. Ensures the correct net drivers will be used when there are multiple worlds but only one game instance. #rb john.pollard #tests golden path, replays, PIE Change 2943847 on 2016/04/14 by Ryan.Gerleve Fixes to support client replay recording & playback in another world: When recording a replay, only swap actor roles if the remote role is ROLE_Authority When loading a replay checkpoint, call NetworkRemapPath to make sure paths have the correct name in the GuidCache #rb john.pollard #tests golden path, replays, PIE Change 2943691 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_24 - Fix for OR-19609, OR-19610, and OR-19611 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943687 in //Orion/Release-0.24/... via CL 2943688 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2943508 on 2016/04/14 by Richard.Fawcett Automation: Add support for multipart file uploads to Amazon S3 to increase speed of large file uploads. #jira OPPBUILD-44 #rb Leigh.Swift #tests Uploaded files to S3 using the new routines, downlaoded via AWS management console and ensured downloaded files identical to uploaded ones Change 2943274 on 2016/04/13 by jason.bestimt #ORION_MAIN - Merge 24 @ CL 2943257 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943271 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: david.nikdel, jason.bestimt Change 2943178 on 2016/04/13 by Olaf.Piesche Bumping size of the particle curve texture to 512x512 #rb martin.mittring #tests PC Editor, Game Change 2943174 on 2016/04/13 by Aaron.McLeran OR-19392 Ensure condition failed: (*RequiresInitialization == 0) on loading into PVP match - Removing ensure since there is a rare edge case where it's possible for a sound looping node may get ResetChildren called twice. - Condition is when a child random node o fa looping node has a blank entry and results in no sound chosen in a given frame (which results in ResetChildren getting called). Later in the frame, if a sound had previously been playing with an active sound, it will have stop called on it, which will call NotifyWaveInstanceFinished and hit the ensure. Simply using the branch to check if the looping node has been initialized will work fine in this and other cases. #codereview Bob.Tellez #rb Bob.Tellez #tests ran orion with this change testing problematic sound cue Change 2943042 on 2016/04/13 by Rob.Cannaday Fix crash in HTTP completion delegates on shutdown Stop ticking HTTP retry manager after FOnlineSubsystemImpl::Shutdown has been called #rb josh.markiewicz #tests shutting down multiple times Change 2942913 on 2016/04/13 by Lukasz.Furman added meta navmesh paths #orion #rb Mieszko.Zielinski #tests PIE Change 2942132 on 2016/04/13 by Wes.Hunt Enable UBT -ListBuildFolders to operate on Mac and iOS platforms without having to fully set up the remote environment. #codereview:leslie.nivison #rb peter.sauerbrei #tests running UBT with and without -listbuildfolders Change 2941651 on 2016/04/12 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 2941645 #RB:none #Tests:none Change 2941539 on 2016/04/12 by Laurent.Delayen FABRIK: Normalize outgoing rotations. Fixes Chains Q ability crashing. #rb none #tests Chains not crashing Change 2941469 on 2016/04/12 by Wes.Hunt Fix UBT -ListBuildFolders to not prep target for deployment. #codereview:leslie.nivison #rb none #tests tested -ListBuildFolders for Android Change 2941434 on 2016/04/12 by Leslie.Nivison Adding/cleaning up .tps files #rb none #test none Change 2941241 on 2016/04/12 by Daniel.Lamb Removed shadername from the shader code to fix deterministic material cooking issue. #jira UE-29320 #codereview Marcus.Wassmer #rb Marcus.Wassmer #test Running editor, cooking orion. Change 2941046 on 2016/04/12 by Laurent.Delayen Added safety net for non state AnimNotifies having a non-zero EndTriggerTimeOffset. Fixes Twinblast double shot for the left primary attack. #rb benn.gallagher #codereview lina.halper, ray.arnett, aaron.eady #tests twinblast's LMB Change 2941032 on 2016/04/12 by Jason.Bestimt #ORION_24 - Merge MAIN @ CL 2940950 #RB:none #Tests:none [CL 2952833 by Andrew Grant in Main branch]
2016-04-22 11:21:10 -04:00
}
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
// Flag as fading or freeze visibility if waiting for a fade
if (Node.bIsFading)
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2949393) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2949393 on 2016/04/20 by Graeme.Thornton Orion non-pak file security. - Removed security bypass code from platform pak file - Added a delegate to pak file code which allows the game to decide whether a file should be allowed or not - Added an orion delegate which whitelists appropriate files #rb robert.manuszewski #tests win64 client + dedicated server. golden path. Change 2949232 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Paragon: Added a distinct menu frame rate limit, currently set to 60 fps and not visible in settings (if the user sets a game frame rate limit of below 60, we also clamp the menu limit to that threshold, so they can go down but not up for menus) #jira OR-18017 #rb marcus.wassmer #tests Ran paragon and switched between gameplay, menus, and replays, observing t.MaxFPS at different points #ROBOMERGE-SOURCE: CL 2949231 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2949032 on 2016/04/19 by Zak.Middleton #orion - Lower default NetUpdateFrequency for minions (10->6). Avoid excessive latency for some knockback/knockup abilities that would have noticeable lag by forcing an update sooner when they are triggered. This should have the following effects: 1. Reduce server CPU cost (we tick minions at the net frequency). 2. Reduce server bandwidth 3. Reduce client CPU cost (we move character capsules and perform overlaps when new positions are received). #rb Bart.Bressler, John.Pollard #codereview Dmitry.Rekman #tests MultiPIE AI lane, Replays Change 2948966 on 2016/04/19 by Lina.Halper Added log (check) of the asset info for Anim Per Track contains invalid format key #rb: Michael.Noland #code review: Martin.Wilson, Laurent.Delayen, Michael.Noland #tests: editor/ cooked and test with AI_Tests with 10 bots. Change 2948876 on 2016/04/19 by Michael.Noland PS4: Validate that the texture pool size is not set to automatic (-1, which will crash later on as an attempt to allocate too much memory) #rb none #codereview marcus.wassmer #tests Ran Paragon on PS4 Change 2948765 on 2016/04/19 by Daniel.Lamb Removed AssetImportData tag from cooked asset registry builds. #rb Andrew.Grant #test Cook orion Change 2948691 on 2016/04/19 by Marcus.Wassmer Fix copytoresolvetarget ensure #rb none #test pc agora Change 2948633 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt [AUTOMERGE] Fix copytoresolve crash and change validation to ensure. #test PC editor / PC golden path #rb none -------- Integrated using branch //Orion/Main_to_//Orion/Release-Next (reversed) of change#2948169 by Marcus.Wassmer on 2016/04/19 10:50:32. #ROBOMERGE-SOURCE: CL 2948632 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948507 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Merging 2937781 (Pak signing) using //Orion/Dev-General_to_Release #rb none #tests cooked client, checked game runs #ROBOMERGE-SOURCE: CL 2948497 in //Orion/Release-0.24.1/... via CL 2948506 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948431 on 2016/04/19 by Steve.Robb CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #codereview robert.manuszewski,bob.tellez #rb bob.tellez #tests Ran editor Change 2948408 on 2016/04/19 by Leslie.Nivison Adding .tps #rb none #test none Change 2948185 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: chris.bunner Fix for HLOD visibility freeze. #tests Golden Path, Editor #rb rolando.caloca, michael.noland #lockdown andrew.grant #jira OR-19863 #ROBOMERGE-SOURCE: CL 2948182 in //Orion/Release-0.24.1/... via CL 2948183 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948149 on 2016/04/19 by Simon.Tovey Fixed crash. Collision rendering path was not dealing with mesh batch with 0 triangles where other paths do. #rb none #tests No more crash #codereview Marcus.Wassmer Change 2948129 on 2016/04/19 by Lukasz.Furman fixed gameplay debugger getting stuck with outdated data pack on client, changed names of AI related debug cvars #rb none #tests game, PIE #codereview Mieszko.Zielinski Change 2948027 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: graeme.thornton Fix for OR-20033 - CRASH: Client will crash with FRCPassPostProcessCircleDOFSetup #rb none #tests checked game runs without crashing #ROBOMERGE-SOURCE: CL 2948017 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947558 on 2016/04/18 by Matt.Kuhlenschmidt Fix compile error #rb none, #tests none Change 2947509 on 2016/04/18 by Matt.Kuhlenschmidt Added more logging to track down https://jira.ol.epicgames.net/browse/OR-19841 #rb none, #tests none Change 2947412 on 2016/04/18 by Ryan.Gerleve Fix shadowed variable. #rb none #tests none Change 2947377 on 2016/04/18 by Jamie.Dale Gather paths are now sorted by fuzzy-ness, so that more specific includes beat less specific excludes #rb Matt.Kuhlenschmidt #tests Built for Windows. Ran a gather, and confirmed that explicitly included heroes were now gathered, and that generically excluded heroes were absent from the gather. Change 2947351 on 2016/04/18 by Ryan.Gerleve Allow overriding the demo.AsyncLoadWorld setting with a URL option when playing a replay. Store the entire URL in the demo net driver instead of just the map name, so that the options can be accessed later. #tests golden path, replays #rb john.pollard Change 2947103 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2947071 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2947102 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947007 on 2016/04/18 by Zak.Middleton #ue4 - Improve linear smoothing in the presence of low net frequency updates. #rb Bart.Bressler #tests MultiPIE AI with lanes Change 2946994 on 2016/04/18 by Mieszko.Zielinski Improvements to NavigationSystem's "abstract navigation data" support #UE4 #rb Lukasz.Furman #test golden path Change 2946760 on 2016/04/18 by Chris.Bunner Fixing up bad merge, recommit of CL 2819472 - ForceLOD now clamps to available LODs on primitive, i.e. use MinLOD rather than not drawing at all. #tests Editor #rb None Change 2946745 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2946637 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2946656 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2946645 on 2016/04/18 by Richard.Fawcett When promoting a buidl to staged, prevent enumeration of files already in S3 Enumerating files in S3 is a slow process, and it turns out that simply uploading all chunks blindly is more efficient than enumerating existing chunks and selectively uploading only the new ones. #rb Leigh.Swift #tests This technique has already been used in launcher promotions for several months Change 2946622 on 2016/04/18 by Richard.Fawcett By default, when enumerating chunks from a manifest file, skip checking they exist on disk at enumeration time. This will fail anyway further down the line if the files don't exist, but will improve speed of stage promotions by around five minutes. In practice, we have NEVER seen a job fail at this point because of the existence check. #rb Leigh.Swift #tests Ensure that output of ExtractDataFilenamesFromManifest method is identical both with and without bSkipExistsCheck specified. Change 2945812 on 2016/04/15 by Daniel.Lamb Fixed error in diff cooked build commandlet. #rb ben.marsh #test Compile. Change 2945110 on 2016/04/15 by Matt.Kuhlenschmidt Fix crash exporting actors with non-scene components to fbx #rb none, #tests full scene exporting on maps that crashed #codereview alexis.matte Change 2945078 on 2016/04/15 by Simon.Tovey Fix for OR-19778 When some pooled systems are reused, on init they have a non zero lod level but the emitter instances are created at LOD 0 initially. So the component did not think it had to update it's LOD but the emitters were not at the correct LOD. Have forced a LOD set on init when the component LOD is non-zero. #rb none #tests Works in editor and game. #codereview Olaf.Piesche Change 2944664 on 2016/04/14 by Uriel.Doyon Fix to SM4 compilation issue #jira OR-19706 #rb marcus.wassmer #tests tested editor in SM4 and SM5 Change 2944642 on 2016/04/14 by Lukasz.Furman changed waypoint switch conditions in meta nav paths #rb none #tests PIE #codereview Mieszko.Zielinski Change 2944599 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Added sha1 to UnrealPak list output #rb none #tests listed content of pakfile #ROBOMERGE-SOURCE: CL 2944595 in //Orion/Release-0.24/... via CL 2944597 via CL 2944598 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944441 on 2016/04/14 by Marcus.Wassmer Duplicate change to output shader compiler errors. #rb none #test run PC and see errors. Change 2944437 on 2016/04/14 by John.Pollard Possible fix for https://jira.ol.epicgames.net/browse/OR-19614 #rb JoshM #codereview Josh.Markiewicz #tests Golden path matchmaking Change 2944430 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Engine: Added support for more/fewer settings in individual categories to the editor scalability control widget #rb david.ratti #tests Tested in the editor #ROBOMERGE-SOURCE: CL 2944428 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944198 on 2016/04/14 by David.Ratti Paragon - register for slow/stun/root/silence callbacks on any tag count change, not just add/remove. This is so the UI will update if you get another stack of a stackable slow GE. Ability system - unify client stack count change code path with server. Client now properly update owner ASC's tag map and broadcasts all delegates there. #rb dayY #tests pie Change 2944124 on 2016/04/14 by Wes.Hunt Change the TPS redirects for DX modules to point to the proper DX redist TPS which is what packaged games will need. #codereview:leslie.nivison #rb none #tests ran UAT ListThirdPartySoftware <for Orion> Change 2944107 on 2016/04/14 by Wes.Hunt MeshUtilities now depends on new module nvTessLib to better track the third party dependency. #codereview:daniel.wright #rb none #tests build OrionClient/Editor for Win64 Change 2944102 on 2016/04/14 by Wes.Hunt Tweak to UBT -ListBuildFolders to do a distinct in a better place to cut down on duplicate module searches. #tests ran the UBT command #rb none Change 2943851 on 2016/04/14 by Ryan.Gerleve Fix the ForEachNetDriver helper function to get the world context directly off the world instead of going through the game instance. Ensures the correct net drivers will be used when there are multiple worlds but only one game instance. #rb john.pollard #tests golden path, replays, PIE Change 2943847 on 2016/04/14 by Ryan.Gerleve Fixes to support client replay recording & playback in another world: When recording a replay, only swap actor roles if the remote role is ROLE_Authority When loading a replay checkpoint, call NetworkRemapPath to make sure paths have the correct name in the GuidCache #rb john.pollard #tests golden path, replays, PIE Change 2943691 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_24 - Fix for OR-19609, OR-19610, and OR-19611 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943687 in //Orion/Release-0.24/... via CL 2943688 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2943508 on 2016/04/14 by Richard.Fawcett Automation: Add support for multipart file uploads to Amazon S3 to increase speed of large file uploads. #jira OPPBUILD-44 #rb Leigh.Swift #tests Uploaded files to S3 using the new routines, downlaoded via AWS management console and ensured downloaded files identical to uploaded ones Change 2943274 on 2016/04/13 by jason.bestimt #ORION_MAIN - Merge 24 @ CL 2943257 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943271 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: david.nikdel, jason.bestimt Change 2943178 on 2016/04/13 by Olaf.Piesche Bumping size of the particle curve texture to 512x512 #rb martin.mittring #tests PC Editor, Game Change 2943174 on 2016/04/13 by Aaron.McLeran OR-19392 Ensure condition failed: (*RequiresInitialization == 0) on loading into PVP match - Removing ensure since there is a rare edge case where it's possible for a sound looping node may get ResetChildren called twice. - Condition is when a child random node o fa looping node has a blank entry and results in no sound chosen in a given frame (which results in ResetChildren getting called). Later in the frame, if a sound had previously been playing with an active sound, it will have stop called on it, which will call NotifyWaveInstanceFinished and hit the ensure. Simply using the branch to check if the looping node has been initialized will work fine in this and other cases. #codereview Bob.Tellez #rb Bob.Tellez #tests ran orion with this change testing problematic sound cue Change 2943042 on 2016/04/13 by Rob.Cannaday Fix crash in HTTP completion delegates on shutdown Stop ticking HTTP retry manager after FOnlineSubsystemImpl::Shutdown has been called #rb josh.markiewicz #tests shutting down multiple times Change 2942913 on 2016/04/13 by Lukasz.Furman added meta navmesh paths #orion #rb Mieszko.Zielinski #tests PIE Change 2942132 on 2016/04/13 by Wes.Hunt Enable UBT -ListBuildFolders to operate on Mac and iOS platforms without having to fully set up the remote environment. #codereview:leslie.nivison #rb peter.sauerbrei #tests running UBT with and without -listbuildfolders Change 2941651 on 2016/04/12 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 2941645 #RB:none #Tests:none Change 2941539 on 2016/04/12 by Laurent.Delayen FABRIK: Normalize outgoing rotations. Fixes Chains Q ability crashing. #rb none #tests Chains not crashing Change 2941469 on 2016/04/12 by Wes.Hunt Fix UBT -ListBuildFolders to not prep target for deployment. #codereview:leslie.nivison #rb none #tests tested -ListBuildFolders for Android Change 2941434 on 2016/04/12 by Leslie.Nivison Adding/cleaning up .tps files #rb none #test none Change 2941241 on 2016/04/12 by Daniel.Lamb Removed shadername from the shader code to fix deterministic material cooking issue. #jira UE-29320 #codereview Marcus.Wassmer #rb Marcus.Wassmer #test Running editor, cooking orion. Change 2941046 on 2016/04/12 by Laurent.Delayen Added safety net for non state AnimNotifies having a non-zero EndTriggerTimeOffset. Fixes Twinblast double shot for the left primary attack. #rb benn.gallagher #codereview lina.halper, ray.arnett, aaron.eady #tests twinblast's LMB Change 2941032 on 2016/04/12 by Jason.Bestimt #ORION_24 - Merge MAIN @ CL 2940950 #RB:none #Tests:none [CL 2952833 by Andrew Grant in Main branch]
2016-04-22 11:21:10 -04:00
{
PrimitiveFadingLODMap[NodeIndex] = true;
PrimitiveFadingOutLODMap[NodeIndex] = !Node.bIsVisible;
}
else if (bChangedRange && bIsOnScreen)
{
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
VisibilityFlags[NodeIndex] = Node.bWasVisible;
bIsVisible = Node.bWasVisible;
}
}
else
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3028958 on 2016/06/27 by Ben.Woodhouse Fix for perf issue with GetSingleFinalDataConst This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent. Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini) #jira UE-26179 Change 3029401 on 2016/06/27 by Rolando.Caloca DR - More vk logging Change 3029549 on 2016/06/27 by Uriel.Doyon Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming. New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget. Fixed crash when disabling texture streaming. Fixed issue when disabling texture streaming that would make current loaded texture low res. New logic to prevent retrying to cancel a streaming request more than once. Pending load request of one extra mip will not be cancelled anymore. Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds(). #jira UE-32197 #jira UE-31102 Change 3029837 on 2016/06/27 by David.Hill Fixed Shutter SM4 not working when using compute shader eye-adaptation #jira UE-32443 The default eye adaptation value was missing. Change 3030039 on 2016/06/27 by Uriel.Doyon Fix for crash when landscape materials are used in the Texture Streaming Build. #jira UE-32196 Change 3030081 on 2016/06/27 by Uriel.Doyon Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled. Change 3030401 on 2016/06/28 by Ben.Woodhouse Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11) #jira UE-31238 Change 3030607 on 2016/06/28 by Marc.Olano Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use. Change 3030627 on 2016/06/28 by Ben.Woodhouse Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015). Change 3030809 on 2016/06/28 by Marc.Olano Noise shader function rename & perf improvement. Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips. Change 3030850 on 2016/06/28 by Marc.Olano Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match. Change 3030981 on 2016/06/28 by Rolando.Caloca DR - vk - More logging Change 3031056 on 2016/06/28 by Marc.Olano Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map Change 3031398 on 2016/06/28 by Benjamin.Hyder updating TM-Shadermodels (correcting Mt Rushmore) Change 3031441 on 2016/06/28 by Marc.Olano Use only float version of BBS shader rand function for ES2 Change 3031463 on 2016/06/28 by John.Billon Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting). #Jira UE-32020 Change 3031512 on 2016/06/28 by Zabir.Hoque Relax clear flags for DX12 RHIs. Properly flush pending commands before residency is updated. Change 3031517 on 2016/06/28 by Rolando.Caloca DR - vk logging using r.Vulkan.DumpLayer Change 3032359 on 2016/06/29 by Allan.Bentham Fix mobile shadows crash. Change 3032431 on 2016/06/29 by Gil.Gribb Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering) Change 3032757 on 2016/06/29 by Uriel.Doyon Fixed global mip bias being applied twice following integration with main. Change 3033121 on 2016/06/29 by Rolando.Caloca DR - vk - Logging Change 3033529 on 2016/06/29 by Daniel.Wright Null world guard on UReflectionCaptureComponent::ReadbackFromGPU Change 3033668 on 2016/06/29 by Uriel.Doyon Grouped texture streaming settings to simplify logic. New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias #jira UE-32118 Change 3034403 on 2016/06/30 by Rolando.Caloca DR - Shorten dumped shader debug strings Change 3034475 on 2016/06/30 by Rolando.Caloca DR - Missing logging Change 3034722 on 2016/06/30 by Uriel.Doyon Improved StreamingAccuracy viewmodes with alpha test and translucent materials #jira UE-32656 Change 3034797 on 2016/06/30 by Rolando.Caloca DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again Change 3034799 on 2016/06/30 by Rolando.Caloca DR - vk - missed file Change 3034905 on 2016/06/30 by Rolando.Caloca DR - vk - Fix for render passes being reused with wrong dimensions Change 3035503 on 2016/07/01 by Simon.Tovey Async compute version of translucency lighting volume clear. Change 3035577 on 2016/07/01 by Marc.Olano Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture. Change 3035587 on 2016/07/01 by Ben.Woodhouse Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait) #jira UE-32709 Change 3035618 on 2016/07/01 by Olaf.Piesche Asset fixes Change 3035692 on 2016/07/01 by Rolando.Caloca DR - vk - Deferred deletion queue Change 3035808 on 2016/07/01 by Rolando.Caloca DR - vk - Stat for deletion time, fixed some logging Change 3036012 on 2016/07/01 by John.Billon Alpha Coverage Preservation -Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation. #Jira UE-31986 Change 3036041 on 2016/07/01 by Rolando.Caloca DR - vk - Fix for 32bit Change 3036433 on 2016/07/01 by Rolando.Caloca DR - More vk logging Change 3036935 on 2016/07/04 by Simon.Tovey Removing Data Objects Change 3036942 on 2016/07/04 by Ben.Woodhouse Fix for decal rendering resource leak The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it. The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets. #jira UE-32602 Change 3037563 on 2016/07/05 by Chris.Bunner HLOD self-shadowing in baked lighting fix. Change 3037640 on 2016/07/05 by Marcus.Wassmer Fix bug in USE_GPU_OVERWRITE_CHECKING Change 3037927 on 2016/07/05 by Rolando.Caloca DR - Fix touch pads not showing on Vulkan #jira UE-32062 Change 3038085 on 2016/07/05 by Chris.Bunner HLOD dynamic shadowing support. #jira UE-22627 Change 3038209 on 2016/07/05 by Rolando.Caloca DR - vk - Android compile fix Change 3038644 on 2016/07/05 by Uriel.Doyon Added LerpRange that allows to lerp between two rotators without taking the sortest path. Change 3038820 on 2016/07/05 by Uriel.Doyon Selecting streaming accuracy view modes will not automatically generate missing visualization data. Change 3039332 on 2016/07/06 by John.Billon -Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem. #Jira UE-31710 Change 3039454 on 2016/07/06 by Simon.Tovey Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times. Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined. Plus a few other edits to remove Curves/DataObjects that I missed in last CL. Change 3039517 on 2016/07/06 by Gil.Gribb Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering) Change 3039587 on 2016/07/06 by Rolando.Caloca DR - vk logging, submit counter Change 3039603 on 2016/07/06 by Rolando.Caloca DR - Allow more samplers on GL4 #jira UE-32628 #jira UE-32744 Change 3039661 on 2016/07/06 by Daniel.Wright Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0' Skylight occlusion tint now applies to specular Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor Change 3039960 on 2016/07/06 by Daniel.Wright Forward renderer initial implementation * Point and spot lights are culled to a frustum space grid, base pass loops over culled lights. * Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass. * New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize * A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth. * Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping. * GBuffer render targets are still allocated * Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly * Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path * Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures Change 3040050 on 2016/07/06 by Daniel.Wright Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps Change 3040160 on 2016/07/06 by Daniel.Wright Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space Change 3040163 on 2016/07/06 by Rolando.Caloca DR - vk - More logging Change 3040257 on 2016/07/06 by Daniel.Wright Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early Change 3040316 on 2016/07/06 by Daniel.Wright PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee Change 3040361 on 2016/07/06 by Daniel.Wright Fixed TexCreate_UAV being used on translucency volume textures in SM4 Change 3040402 on 2016/07/06 by Rolando.Caloca DR - vk - Make host mem accesses coherent Change 3040486 on 2016/07/06 by Daniel.Wright CIS fixes Change 3041028 on 2016/07/07 by Gil.Gribb Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering) Change 3041235 on 2016/07/07 by Simon.Tovey Compile fix for FName conflict on UProperty (hopefully). Change 3041666 on 2016/07/07 by Daniel.Wright Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume Change 3041731 on 2016/07/07 by Olaf.Piesche Adding Niagara to dynamically loaded module list; should fix UE-32915 Change 3042181 on 2016/07/07 by Daniel.Wright CIS fix [CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
// Instant transitions without dithering
Node.bWasVisible = Node.bIsVisible;
Node.bIsVisible = bIsInDrawRange;
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
Node.bIsFading = false;
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2949393) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2949393 on 2016/04/20 by Graeme.Thornton Orion non-pak file security. - Removed security bypass code from platform pak file - Added a delegate to pak file code which allows the game to decide whether a file should be allowed or not - Added an orion delegate which whitelists appropriate files #rb robert.manuszewski #tests win64 client + dedicated server. golden path. Change 2949232 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Paragon: Added a distinct menu frame rate limit, currently set to 60 fps and not visible in settings (if the user sets a game frame rate limit of below 60, we also clamp the menu limit to that threshold, so they can go down but not up for menus) #jira OR-18017 #rb marcus.wassmer #tests Ran paragon and switched between gameplay, menus, and replays, observing t.MaxFPS at different points #ROBOMERGE-SOURCE: CL 2949231 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2949032 on 2016/04/19 by Zak.Middleton #orion - Lower default NetUpdateFrequency for minions (10->6). Avoid excessive latency for some knockback/knockup abilities that would have noticeable lag by forcing an update sooner when they are triggered. This should have the following effects: 1. Reduce server CPU cost (we tick minions at the net frequency). 2. Reduce server bandwidth 3. Reduce client CPU cost (we move character capsules and perform overlaps when new positions are received). #rb Bart.Bressler, John.Pollard #codereview Dmitry.Rekman #tests MultiPIE AI lane, Replays Change 2948966 on 2016/04/19 by Lina.Halper Added log (check) of the asset info for Anim Per Track contains invalid format key #rb: Michael.Noland #code review: Martin.Wilson, Laurent.Delayen, Michael.Noland #tests: editor/ cooked and test with AI_Tests with 10 bots. Change 2948876 on 2016/04/19 by Michael.Noland PS4: Validate that the texture pool size is not set to automatic (-1, which will crash later on as an attempt to allocate too much memory) #rb none #codereview marcus.wassmer #tests Ran Paragon on PS4 Change 2948765 on 2016/04/19 by Daniel.Lamb Removed AssetImportData tag from cooked asset registry builds. #rb Andrew.Grant #test Cook orion Change 2948691 on 2016/04/19 by Marcus.Wassmer Fix copytoresolvetarget ensure #rb none #test pc agora Change 2948633 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt [AUTOMERGE] Fix copytoresolve crash and change validation to ensure. #test PC editor / PC golden path #rb none -------- Integrated using branch //Orion/Main_to_//Orion/Release-Next (reversed) of change#2948169 by Marcus.Wassmer on 2016/04/19 10:50:32. #ROBOMERGE-SOURCE: CL 2948632 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948507 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Merging 2937781 (Pak signing) using //Orion/Dev-General_to_Release #rb none #tests cooked client, checked game runs #ROBOMERGE-SOURCE: CL 2948497 in //Orion/Release-0.24.1/... via CL 2948506 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948431 on 2016/04/19 by Steve.Robb CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #codereview robert.manuszewski,bob.tellez #rb bob.tellez #tests Ran editor Change 2948408 on 2016/04/19 by Leslie.Nivison Adding .tps #rb none #test none Change 2948185 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: chris.bunner Fix for HLOD visibility freeze. #tests Golden Path, Editor #rb rolando.caloca, michael.noland #lockdown andrew.grant #jira OR-19863 #ROBOMERGE-SOURCE: CL 2948182 in //Orion/Release-0.24.1/... via CL 2948183 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948149 on 2016/04/19 by Simon.Tovey Fixed crash. Collision rendering path was not dealing with mesh batch with 0 triangles where other paths do. #rb none #tests No more crash #codereview Marcus.Wassmer Change 2948129 on 2016/04/19 by Lukasz.Furman fixed gameplay debugger getting stuck with outdated data pack on client, changed names of AI related debug cvars #rb none #tests game, PIE #codereview Mieszko.Zielinski Change 2948027 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: graeme.thornton Fix for OR-20033 - CRASH: Client will crash with FRCPassPostProcessCircleDOFSetup #rb none #tests checked game runs without crashing #ROBOMERGE-SOURCE: CL 2948017 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947558 on 2016/04/18 by Matt.Kuhlenschmidt Fix compile error #rb none, #tests none Change 2947509 on 2016/04/18 by Matt.Kuhlenschmidt Added more logging to track down https://jira.ol.epicgames.net/browse/OR-19841 #rb none, #tests none Change 2947412 on 2016/04/18 by Ryan.Gerleve Fix shadowed variable. #rb none #tests none Change 2947377 on 2016/04/18 by Jamie.Dale Gather paths are now sorted by fuzzy-ness, so that more specific includes beat less specific excludes #rb Matt.Kuhlenschmidt #tests Built for Windows. Ran a gather, and confirmed that explicitly included heroes were now gathered, and that generically excluded heroes were absent from the gather. Change 2947351 on 2016/04/18 by Ryan.Gerleve Allow overriding the demo.AsyncLoadWorld setting with a URL option when playing a replay. Store the entire URL in the demo net driver instead of just the map name, so that the options can be accessed later. #tests golden path, replays #rb john.pollard Change 2947103 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2947071 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2947102 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947007 on 2016/04/18 by Zak.Middleton #ue4 - Improve linear smoothing in the presence of low net frequency updates. #rb Bart.Bressler #tests MultiPIE AI with lanes Change 2946994 on 2016/04/18 by Mieszko.Zielinski Improvements to NavigationSystem's "abstract navigation data" support #UE4 #rb Lukasz.Furman #test golden path Change 2946760 on 2016/04/18 by Chris.Bunner Fixing up bad merge, recommit of CL 2819472 - ForceLOD now clamps to available LODs on primitive, i.e. use MinLOD rather than not drawing at all. #tests Editor #rb None Change 2946745 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2946637 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2946656 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2946645 on 2016/04/18 by Richard.Fawcett When promoting a buidl to staged, prevent enumeration of files already in S3 Enumerating files in S3 is a slow process, and it turns out that simply uploading all chunks blindly is more efficient than enumerating existing chunks and selectively uploading only the new ones. #rb Leigh.Swift #tests This technique has already been used in launcher promotions for several months Change 2946622 on 2016/04/18 by Richard.Fawcett By default, when enumerating chunks from a manifest file, skip checking they exist on disk at enumeration time. This will fail anyway further down the line if the files don't exist, but will improve speed of stage promotions by around five minutes. In practice, we have NEVER seen a job fail at this point because of the existence check. #rb Leigh.Swift #tests Ensure that output of ExtractDataFilenamesFromManifest method is identical both with and without bSkipExistsCheck specified. Change 2945812 on 2016/04/15 by Daniel.Lamb Fixed error in diff cooked build commandlet. #rb ben.marsh #test Compile. Change 2945110 on 2016/04/15 by Matt.Kuhlenschmidt Fix crash exporting actors with non-scene components to fbx #rb none, #tests full scene exporting on maps that crashed #codereview alexis.matte Change 2945078 on 2016/04/15 by Simon.Tovey Fix for OR-19778 When some pooled systems are reused, on init they have a non zero lod level but the emitter instances are created at LOD 0 initially. So the component did not think it had to update it's LOD but the emitters were not at the correct LOD. Have forced a LOD set on init when the component LOD is non-zero. #rb none #tests Works in editor and game. #codereview Olaf.Piesche Change 2944664 on 2016/04/14 by Uriel.Doyon Fix to SM4 compilation issue #jira OR-19706 #rb marcus.wassmer #tests tested editor in SM4 and SM5 Change 2944642 on 2016/04/14 by Lukasz.Furman changed waypoint switch conditions in meta nav paths #rb none #tests PIE #codereview Mieszko.Zielinski Change 2944599 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Added sha1 to UnrealPak list output #rb none #tests listed content of pakfile #ROBOMERGE-SOURCE: CL 2944595 in //Orion/Release-0.24/... via CL 2944597 via CL 2944598 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944441 on 2016/04/14 by Marcus.Wassmer Duplicate change to output shader compiler errors. #rb none #test run PC and see errors. Change 2944437 on 2016/04/14 by John.Pollard Possible fix for https://jira.ol.epicgames.net/browse/OR-19614 #rb JoshM #codereview Josh.Markiewicz #tests Golden path matchmaking Change 2944430 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Engine: Added support for more/fewer settings in individual categories to the editor scalability control widget #rb david.ratti #tests Tested in the editor #ROBOMERGE-SOURCE: CL 2944428 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944198 on 2016/04/14 by David.Ratti Paragon - register for slow/stun/root/silence callbacks on any tag count change, not just add/remove. This is so the UI will update if you get another stack of a stackable slow GE. Ability system - unify client stack count change code path with server. Client now properly update owner ASC's tag map and broadcasts all delegates there. #rb dayY #tests pie Change 2944124 on 2016/04/14 by Wes.Hunt Change the TPS redirects for DX modules to point to the proper DX redist TPS which is what packaged games will need. #codereview:leslie.nivison #rb none #tests ran UAT ListThirdPartySoftware <for Orion> Change 2944107 on 2016/04/14 by Wes.Hunt MeshUtilities now depends on new module nvTessLib to better track the third party dependency. #codereview:daniel.wright #rb none #tests build OrionClient/Editor for Win64 Change 2944102 on 2016/04/14 by Wes.Hunt Tweak to UBT -ListBuildFolders to do a distinct in a better place to cut down on duplicate module searches. #tests ran the UBT command #rb none Change 2943851 on 2016/04/14 by Ryan.Gerleve Fix the ForEachNetDriver helper function to get the world context directly off the world instead of going through the game instance. Ensures the correct net drivers will be used when there are multiple worlds but only one game instance. #rb john.pollard #tests golden path, replays, PIE Change 2943847 on 2016/04/14 by Ryan.Gerleve Fixes to support client replay recording & playback in another world: When recording a replay, only swap actor roles if the remote role is ROLE_Authority When loading a replay checkpoint, call NetworkRemapPath to make sure paths have the correct name in the GuidCache #rb john.pollard #tests golden path, replays, PIE Change 2943691 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_24 - Fix for OR-19609, OR-19610, and OR-19611 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943687 in //Orion/Release-0.24/... via CL 2943688 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2943508 on 2016/04/14 by Richard.Fawcett Automation: Add support for multipart file uploads to Amazon S3 to increase speed of large file uploads. #jira OPPBUILD-44 #rb Leigh.Swift #tests Uploaded files to S3 using the new routines, downlaoded via AWS management console and ensured downloaded files identical to uploaded ones Change 2943274 on 2016/04/13 by jason.bestimt #ORION_MAIN - Merge 24 @ CL 2943257 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943271 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: david.nikdel, jason.bestimt Change 2943178 on 2016/04/13 by Olaf.Piesche Bumping size of the particle curve texture to 512x512 #rb martin.mittring #tests PC Editor, Game Change 2943174 on 2016/04/13 by Aaron.McLeran OR-19392 Ensure condition failed: (*RequiresInitialization == 0) on loading into PVP match - Removing ensure since there is a rare edge case where it's possible for a sound looping node may get ResetChildren called twice. - Condition is when a child random node o fa looping node has a blank entry and results in no sound chosen in a given frame (which results in ResetChildren getting called). Later in the frame, if a sound had previously been playing with an active sound, it will have stop called on it, which will call NotifyWaveInstanceFinished and hit the ensure. Simply using the branch to check if the looping node has been initialized will work fine in this and other cases. #codereview Bob.Tellez #rb Bob.Tellez #tests ran orion with this change testing problematic sound cue Change 2943042 on 2016/04/13 by Rob.Cannaday Fix crash in HTTP completion delegates on shutdown Stop ticking HTTP retry manager after FOnlineSubsystemImpl::Shutdown has been called #rb josh.markiewicz #tests shutting down multiple times Change 2942913 on 2016/04/13 by Lukasz.Furman added meta navmesh paths #orion #rb Mieszko.Zielinski #tests PIE Change 2942132 on 2016/04/13 by Wes.Hunt Enable UBT -ListBuildFolders to operate on Mac and iOS platforms without having to fully set up the remote environment. #codereview:leslie.nivison #rb peter.sauerbrei #tests running UBT with and without -listbuildfolders Change 2941651 on 2016/04/12 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 2941645 #RB:none #Tests:none Change 2941539 on 2016/04/12 by Laurent.Delayen FABRIK: Normalize outgoing rotations. Fixes Chains Q ability crashing. #rb none #tests Chains not crashing Change 2941469 on 2016/04/12 by Wes.Hunt Fix UBT -ListBuildFolders to not prep target for deployment. #codereview:leslie.nivison #rb none #tests tested -ListBuildFolders for Android Change 2941434 on 2016/04/12 by Leslie.Nivison Adding/cleaning up .tps files #rb none #test none Change 2941241 on 2016/04/12 by Daniel.Lamb Removed shadername from the shader code to fix deterministic material cooking issue. #jira UE-29320 #codereview Marcus.Wassmer #rb Marcus.Wassmer #test Running editor, cooking orion. Change 2941046 on 2016/04/12 by Laurent.Delayen Added safety net for non state AnimNotifies having a non-zero EndTriggerTimeOffset. Fixes Twinblast double shot for the left primary attack. #rb benn.gallagher #codereview lina.halper, ray.arnett, aaron.eady #tests twinblast's LMB Change 2941032 on 2016/04/12 by Jason.Bestimt #ORION_24 - Merge MAIN @ CL 2940950 #RB:none #Tests:none [CL 2952833 by Andrew Grant in Main branch]
2016-04-22 11:21:10 -04:00
}
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
if (Node.bIsFading)
{
// Fade until state back in sync
ApplyNodeFadingToChildren(Node, VisibilityFlags, true, Node.bIsVisible);
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2949393) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2949393 on 2016/04/20 by Graeme.Thornton Orion non-pak file security. - Removed security bypass code from platform pak file - Added a delegate to pak file code which allows the game to decide whether a file should be allowed or not - Added an orion delegate which whitelists appropriate files #rb robert.manuszewski #tests win64 client + dedicated server. golden path. Change 2949232 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Paragon: Added a distinct menu frame rate limit, currently set to 60 fps and not visible in settings (if the user sets a game frame rate limit of below 60, we also clamp the menu limit to that threshold, so they can go down but not up for menus) #jira OR-18017 #rb marcus.wassmer #tests Ran paragon and switched between gameplay, menus, and replays, observing t.MaxFPS at different points #ROBOMERGE-SOURCE: CL 2949231 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2949032 on 2016/04/19 by Zak.Middleton #orion - Lower default NetUpdateFrequency for minions (10->6). Avoid excessive latency for some knockback/knockup abilities that would have noticeable lag by forcing an update sooner when they are triggered. This should have the following effects: 1. Reduce server CPU cost (we tick minions at the net frequency). 2. Reduce server bandwidth 3. Reduce client CPU cost (we move character capsules and perform overlaps when new positions are received). #rb Bart.Bressler, John.Pollard #codereview Dmitry.Rekman #tests MultiPIE AI lane, Replays Change 2948966 on 2016/04/19 by Lina.Halper Added log (check) of the asset info for Anim Per Track contains invalid format key #rb: Michael.Noland #code review: Martin.Wilson, Laurent.Delayen, Michael.Noland #tests: editor/ cooked and test with AI_Tests with 10 bots. Change 2948876 on 2016/04/19 by Michael.Noland PS4: Validate that the texture pool size is not set to automatic (-1, which will crash later on as an attempt to allocate too much memory) #rb none #codereview marcus.wassmer #tests Ran Paragon on PS4 Change 2948765 on 2016/04/19 by Daniel.Lamb Removed AssetImportData tag from cooked asset registry builds. #rb Andrew.Grant #test Cook orion Change 2948691 on 2016/04/19 by Marcus.Wassmer Fix copytoresolvetarget ensure #rb none #test pc agora Change 2948633 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt [AUTOMERGE] Fix copytoresolve crash and change validation to ensure. #test PC editor / PC golden path #rb none -------- Integrated using branch //Orion/Main_to_//Orion/Release-Next (reversed) of change#2948169 by Marcus.Wassmer on 2016/04/19 10:50:32. #ROBOMERGE-SOURCE: CL 2948632 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948507 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Merging 2937781 (Pak signing) using //Orion/Dev-General_to_Release #rb none #tests cooked client, checked game runs #ROBOMERGE-SOURCE: CL 2948497 in //Orion/Release-0.24.1/... via CL 2948506 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948431 on 2016/04/19 by Steve.Robb CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #codereview robert.manuszewski,bob.tellez #rb bob.tellez #tests Ran editor Change 2948408 on 2016/04/19 by Leslie.Nivison Adding .tps #rb none #test none Change 2948185 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: chris.bunner Fix for HLOD visibility freeze. #tests Golden Path, Editor #rb rolando.caloca, michael.noland #lockdown andrew.grant #jira OR-19863 #ROBOMERGE-SOURCE: CL 2948182 in //Orion/Release-0.24.1/... via CL 2948183 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948149 on 2016/04/19 by Simon.Tovey Fixed crash. Collision rendering path was not dealing with mesh batch with 0 triangles where other paths do. #rb none #tests No more crash #codereview Marcus.Wassmer Change 2948129 on 2016/04/19 by Lukasz.Furman fixed gameplay debugger getting stuck with outdated data pack on client, changed names of AI related debug cvars #rb none #tests game, PIE #codereview Mieszko.Zielinski Change 2948027 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: graeme.thornton Fix for OR-20033 - CRASH: Client will crash with FRCPassPostProcessCircleDOFSetup #rb none #tests checked game runs without crashing #ROBOMERGE-SOURCE: CL 2948017 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947558 on 2016/04/18 by Matt.Kuhlenschmidt Fix compile error #rb none, #tests none Change 2947509 on 2016/04/18 by Matt.Kuhlenschmidt Added more logging to track down https://jira.ol.epicgames.net/browse/OR-19841 #rb none, #tests none Change 2947412 on 2016/04/18 by Ryan.Gerleve Fix shadowed variable. #rb none #tests none Change 2947377 on 2016/04/18 by Jamie.Dale Gather paths are now sorted by fuzzy-ness, so that more specific includes beat less specific excludes #rb Matt.Kuhlenschmidt #tests Built for Windows. Ran a gather, and confirmed that explicitly included heroes were now gathered, and that generically excluded heroes were absent from the gather. Change 2947351 on 2016/04/18 by Ryan.Gerleve Allow overriding the demo.AsyncLoadWorld setting with a URL option when playing a replay. Store the entire URL in the demo net driver instead of just the map name, so that the options can be accessed later. #tests golden path, replays #rb john.pollard Change 2947103 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2947071 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2947102 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947007 on 2016/04/18 by Zak.Middleton #ue4 - Improve linear smoothing in the presence of low net frequency updates. #rb Bart.Bressler #tests MultiPIE AI with lanes Change 2946994 on 2016/04/18 by Mieszko.Zielinski Improvements to NavigationSystem's "abstract navigation data" support #UE4 #rb Lukasz.Furman #test golden path Change 2946760 on 2016/04/18 by Chris.Bunner Fixing up bad merge, recommit of CL 2819472 - ForceLOD now clamps to available LODs on primitive, i.e. use MinLOD rather than not drawing at all. #tests Editor #rb None Change 2946745 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2946637 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2946656 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2946645 on 2016/04/18 by Richard.Fawcett When promoting a buidl to staged, prevent enumeration of files already in S3 Enumerating files in S3 is a slow process, and it turns out that simply uploading all chunks blindly is more efficient than enumerating existing chunks and selectively uploading only the new ones. #rb Leigh.Swift #tests This technique has already been used in launcher promotions for several months Change 2946622 on 2016/04/18 by Richard.Fawcett By default, when enumerating chunks from a manifest file, skip checking they exist on disk at enumeration time. This will fail anyway further down the line if the files don't exist, but will improve speed of stage promotions by around five minutes. In practice, we have NEVER seen a job fail at this point because of the existence check. #rb Leigh.Swift #tests Ensure that output of ExtractDataFilenamesFromManifest method is identical both with and without bSkipExistsCheck specified. Change 2945812 on 2016/04/15 by Daniel.Lamb Fixed error in diff cooked build commandlet. #rb ben.marsh #test Compile. Change 2945110 on 2016/04/15 by Matt.Kuhlenschmidt Fix crash exporting actors with non-scene components to fbx #rb none, #tests full scene exporting on maps that crashed #codereview alexis.matte Change 2945078 on 2016/04/15 by Simon.Tovey Fix for OR-19778 When some pooled systems are reused, on init they have a non zero lod level but the emitter instances are created at LOD 0 initially. So the component did not think it had to update it's LOD but the emitters were not at the correct LOD. Have forced a LOD set on init when the component LOD is non-zero. #rb none #tests Works in editor and game. #codereview Olaf.Piesche Change 2944664 on 2016/04/14 by Uriel.Doyon Fix to SM4 compilation issue #jira OR-19706 #rb marcus.wassmer #tests tested editor in SM4 and SM5 Change 2944642 on 2016/04/14 by Lukasz.Furman changed waypoint switch conditions in meta nav paths #rb none #tests PIE #codereview Mieszko.Zielinski Change 2944599 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Added sha1 to UnrealPak list output #rb none #tests listed content of pakfile #ROBOMERGE-SOURCE: CL 2944595 in //Orion/Release-0.24/... via CL 2944597 via CL 2944598 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944441 on 2016/04/14 by Marcus.Wassmer Duplicate change to output shader compiler errors. #rb none #test run PC and see errors. Change 2944437 on 2016/04/14 by John.Pollard Possible fix for https://jira.ol.epicgames.net/browse/OR-19614 #rb JoshM #codereview Josh.Markiewicz #tests Golden path matchmaking Change 2944430 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Engine: Added support for more/fewer settings in individual categories to the editor scalability control widget #rb david.ratti #tests Tested in the editor #ROBOMERGE-SOURCE: CL 2944428 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944198 on 2016/04/14 by David.Ratti Paragon - register for slow/stun/root/silence callbacks on any tag count change, not just add/remove. This is so the UI will update if you get another stack of a stackable slow GE. Ability system - unify client stack count change code path with server. Client now properly update owner ASC's tag map and broadcasts all delegates there. #rb dayY #tests pie Change 2944124 on 2016/04/14 by Wes.Hunt Change the TPS redirects for DX modules to point to the proper DX redist TPS which is what packaged games will need. #codereview:leslie.nivison #rb none #tests ran UAT ListThirdPartySoftware <for Orion> Change 2944107 on 2016/04/14 by Wes.Hunt MeshUtilities now depends on new module nvTessLib to better track the third party dependency. #codereview:daniel.wright #rb none #tests build OrionClient/Editor for Win64 Change 2944102 on 2016/04/14 by Wes.Hunt Tweak to UBT -ListBuildFolders to do a distinct in a better place to cut down on duplicate module searches. #tests ran the UBT command #rb none Change 2943851 on 2016/04/14 by Ryan.Gerleve Fix the ForEachNetDriver helper function to get the world context directly off the world instead of going through the game instance. Ensures the correct net drivers will be used when there are multiple worlds but only one game instance. #rb john.pollard #tests golden path, replays, PIE Change 2943847 on 2016/04/14 by Ryan.Gerleve Fixes to support client replay recording & playback in another world: When recording a replay, only swap actor roles if the remote role is ROLE_Authority When loading a replay checkpoint, call NetworkRemapPath to make sure paths have the correct name in the GuidCache #rb john.pollard #tests golden path, replays, PIE Change 2943691 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_24 - Fix for OR-19609, OR-19610, and OR-19611 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943687 in //Orion/Release-0.24/... via CL 2943688 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2943508 on 2016/04/14 by Richard.Fawcett Automation: Add support for multipart file uploads to Amazon S3 to increase speed of large file uploads. #jira OPPBUILD-44 #rb Leigh.Swift #tests Uploaded files to S3 using the new routines, downlaoded via AWS management console and ensured downloaded files identical to uploaded ones Change 2943274 on 2016/04/13 by jason.bestimt #ORION_MAIN - Merge 24 @ CL 2943257 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943271 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: david.nikdel, jason.bestimt Change 2943178 on 2016/04/13 by Olaf.Piesche Bumping size of the particle curve texture to 512x512 #rb martin.mittring #tests PC Editor, Game Change 2943174 on 2016/04/13 by Aaron.McLeran OR-19392 Ensure condition failed: (*RequiresInitialization == 0) on loading into PVP match - Removing ensure since there is a rare edge case where it's possible for a sound looping node may get ResetChildren called twice. - Condition is when a child random node o fa looping node has a blank entry and results in no sound chosen in a given frame (which results in ResetChildren getting called). Later in the frame, if a sound had previously been playing with an active sound, it will have stop called on it, which will call NotifyWaveInstanceFinished and hit the ensure. Simply using the branch to check if the looping node has been initialized will work fine in this and other cases. #codereview Bob.Tellez #rb Bob.Tellez #tests ran orion with this change testing problematic sound cue Change 2943042 on 2016/04/13 by Rob.Cannaday Fix crash in HTTP completion delegates on shutdown Stop ticking HTTP retry manager after FOnlineSubsystemImpl::Shutdown has been called #rb josh.markiewicz #tests shutting down multiple times Change 2942913 on 2016/04/13 by Lukasz.Furman added meta navmesh paths #orion #rb Mieszko.Zielinski #tests PIE Change 2942132 on 2016/04/13 by Wes.Hunt Enable UBT -ListBuildFolders to operate on Mac and iOS platforms without having to fully set up the remote environment. #codereview:leslie.nivison #rb peter.sauerbrei #tests running UBT with and without -listbuildfolders Change 2941651 on 2016/04/12 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 2941645 #RB:none #Tests:none Change 2941539 on 2016/04/12 by Laurent.Delayen FABRIK: Normalize outgoing rotations. Fixes Chains Q ability crashing. #rb none #tests Chains not crashing Change 2941469 on 2016/04/12 by Wes.Hunt Fix UBT -ListBuildFolders to not prep target for deployment. #codereview:leslie.nivison #rb none #tests tested -ListBuildFolders for Android Change 2941434 on 2016/04/12 by Leslie.Nivison Adding/cleaning up .tps files #rb none #test none Change 2941241 on 2016/04/12 by Daniel.Lamb Removed shadername from the shader code to fix deterministic material cooking issue. #jira UE-29320 #codereview Marcus.Wassmer #rb Marcus.Wassmer #test Running editor, cooking orion. Change 2941046 on 2016/04/12 by Laurent.Delayen Added safety net for non state AnimNotifies having a non-zero EndTriggerTimeOffset. Fixes Twinblast double shot for the left primary attack. #rb benn.gallagher #codereview lina.halper, ray.arnett, aaron.eady #tests twinblast's LMB Change 2941032 on 2016/04/12 by Jason.Bestimt #ORION_24 - Merge MAIN @ CL 2940950 #RB:none #Tests:none [CL 2952833 by Andrew Grant in Main branch]
2016-04-22 11:21:10 -04:00
}
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
else if (bIsVisible)
{
// If stable and visible, override hierarchy visibility
HideNodeChildren(Node, VisibilityFlags);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3028958 on 2016/06/27 by Ben.Woodhouse Fix for perf issue with GetSingleFinalDataConst This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent. Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini) #jira UE-26179 Change 3029401 on 2016/06/27 by Rolando.Caloca DR - More vk logging Change 3029549 on 2016/06/27 by Uriel.Doyon Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming. New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget. Fixed crash when disabling texture streaming. Fixed issue when disabling texture streaming that would make current loaded texture low res. New logic to prevent retrying to cancel a streaming request more than once. Pending load request of one extra mip will not be cancelled anymore. Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds(). #jira UE-32197 #jira UE-31102 Change 3029837 on 2016/06/27 by David.Hill Fixed Shutter SM4 not working when using compute shader eye-adaptation #jira UE-32443 The default eye adaptation value was missing. Change 3030039 on 2016/06/27 by Uriel.Doyon Fix for crash when landscape materials are used in the Texture Streaming Build. #jira UE-32196 Change 3030081 on 2016/06/27 by Uriel.Doyon Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled. Change 3030401 on 2016/06/28 by Ben.Woodhouse Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11) #jira UE-31238 Change 3030607 on 2016/06/28 by Marc.Olano Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use. Change 3030627 on 2016/06/28 by Ben.Woodhouse Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015). Change 3030809 on 2016/06/28 by Marc.Olano Noise shader function rename & perf improvement. Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips. Change 3030850 on 2016/06/28 by Marc.Olano Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match. Change 3030981 on 2016/06/28 by Rolando.Caloca DR - vk - More logging Change 3031056 on 2016/06/28 by Marc.Olano Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map Change 3031398 on 2016/06/28 by Benjamin.Hyder updating TM-Shadermodels (correcting Mt Rushmore) Change 3031441 on 2016/06/28 by Marc.Olano Use only float version of BBS shader rand function for ES2 Change 3031463 on 2016/06/28 by John.Billon Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting). #Jira UE-32020 Change 3031512 on 2016/06/28 by Zabir.Hoque Relax clear flags for DX12 RHIs. Properly flush pending commands before residency is updated. Change 3031517 on 2016/06/28 by Rolando.Caloca DR - vk logging using r.Vulkan.DumpLayer Change 3032359 on 2016/06/29 by Allan.Bentham Fix mobile shadows crash. Change 3032431 on 2016/06/29 by Gil.Gribb Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering) Change 3032757 on 2016/06/29 by Uriel.Doyon Fixed global mip bias being applied twice following integration with main. Change 3033121 on 2016/06/29 by Rolando.Caloca DR - vk - Logging Change 3033529 on 2016/06/29 by Daniel.Wright Null world guard on UReflectionCaptureComponent::ReadbackFromGPU Change 3033668 on 2016/06/29 by Uriel.Doyon Grouped texture streaming settings to simplify logic. New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias #jira UE-32118 Change 3034403 on 2016/06/30 by Rolando.Caloca DR - Shorten dumped shader debug strings Change 3034475 on 2016/06/30 by Rolando.Caloca DR - Missing logging Change 3034722 on 2016/06/30 by Uriel.Doyon Improved StreamingAccuracy viewmodes with alpha test and translucent materials #jira UE-32656 Change 3034797 on 2016/06/30 by Rolando.Caloca DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again Change 3034799 on 2016/06/30 by Rolando.Caloca DR - vk - missed file Change 3034905 on 2016/06/30 by Rolando.Caloca DR - vk - Fix for render passes being reused with wrong dimensions Change 3035503 on 2016/07/01 by Simon.Tovey Async compute version of translucency lighting volume clear. Change 3035577 on 2016/07/01 by Marc.Olano Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture. Change 3035587 on 2016/07/01 by Ben.Woodhouse Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait) #jira UE-32709 Change 3035618 on 2016/07/01 by Olaf.Piesche Asset fixes Change 3035692 on 2016/07/01 by Rolando.Caloca DR - vk - Deferred deletion queue Change 3035808 on 2016/07/01 by Rolando.Caloca DR - vk - Stat for deletion time, fixed some logging Change 3036012 on 2016/07/01 by John.Billon Alpha Coverage Preservation -Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation. #Jira UE-31986 Change 3036041 on 2016/07/01 by Rolando.Caloca DR - vk - Fix for 32bit Change 3036433 on 2016/07/01 by Rolando.Caloca DR - More vk logging Change 3036935 on 2016/07/04 by Simon.Tovey Removing Data Objects Change 3036942 on 2016/07/04 by Ben.Woodhouse Fix for decal rendering resource leak The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it. The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets. #jira UE-32602 Change 3037563 on 2016/07/05 by Chris.Bunner HLOD self-shadowing in baked lighting fix. Change 3037640 on 2016/07/05 by Marcus.Wassmer Fix bug in USE_GPU_OVERWRITE_CHECKING Change 3037927 on 2016/07/05 by Rolando.Caloca DR - Fix touch pads not showing on Vulkan #jira UE-32062 Change 3038085 on 2016/07/05 by Chris.Bunner HLOD dynamic shadowing support. #jira UE-22627 Change 3038209 on 2016/07/05 by Rolando.Caloca DR - vk - Android compile fix Change 3038644 on 2016/07/05 by Uriel.Doyon Added LerpRange that allows to lerp between two rotators without taking the sortest path. Change 3038820 on 2016/07/05 by Uriel.Doyon Selecting streaming accuracy view modes will not automatically generate missing visualization data. Change 3039332 on 2016/07/06 by John.Billon -Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem. #Jira UE-31710 Change 3039454 on 2016/07/06 by Simon.Tovey Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times. Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined. Plus a few other edits to remove Curves/DataObjects that I missed in last CL. Change 3039517 on 2016/07/06 by Gil.Gribb Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering) Change 3039587 on 2016/07/06 by Rolando.Caloca DR - vk logging, submit counter Change 3039603 on 2016/07/06 by Rolando.Caloca DR - Allow more samplers on GL4 #jira UE-32628 #jira UE-32744 Change 3039661 on 2016/07/06 by Daniel.Wright Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0' Skylight occlusion tint now applies to specular Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor Change 3039960 on 2016/07/06 by Daniel.Wright Forward renderer initial implementation * Point and spot lights are culled to a frustum space grid, base pass loops over culled lights. * Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass. * New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize * A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth. * Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping. * GBuffer render targets are still allocated * Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly * Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path * Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures Change 3040050 on 2016/07/06 by Daniel.Wright Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps Change 3040160 on 2016/07/06 by Daniel.Wright Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space Change 3040163 on 2016/07/06 by Rolando.Caloca DR - vk - More logging Change 3040257 on 2016/07/06 by Daniel.Wright Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early Change 3040316 on 2016/07/06 by Daniel.Wright PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee Change 3040361 on 2016/07/06 by Daniel.Wright Fixed TexCreate_UAV being used on translucency volume textures in SM4 Change 3040402 on 2016/07/06 by Rolando.Caloca DR - vk - Make host mem accesses coherent Change 3040486 on 2016/07/06 by Daniel.Wright CIS fixes Change 3041028 on 2016/07/07 by Gil.Gribb Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering) Change 3041235 on 2016/07/07 by Simon.Tovey Compile fix for FName conflict on UProperty (hopefully). Change 3041666 on 2016/07/07 by Daniel.Wright Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume Change 3041731 on 2016/07/07 by Olaf.Piesche Adding Niagara to dynamically loaded module list; should fix UE-32915 Change 3042181 on 2016/07/07 by Daniel.Wright CIS fix [CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
// Flush cached lighting data when changing visible contents
if (Node.bIsVisible != Node.bWasVisible || bWasFadingPreUpdate || Node.bIsFading)
{
FLightPrimitiveInteraction* NodeLightList = Node.SceneInfo->LightList;
while (NodeLightList)
{
NodeLightList->FlushCachedShadowMapData();
NodeLightList = NodeLightList->GetNextLight();
}
}
// Force fully disabled view relevance so shadows don't attempt to recompute
if (!Node.bIsVisible)
{
FPrimitiveViewRelevance& ViewRelevance = RelevanceMap[NodeIndex];
FMemory::Memzero(&ViewRelevance, sizeof(FPrimitiveViewRelevance));
ViewRelevance.bInitializedThisFrame = true;
}
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
}
}
}
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
void FLODSceneTree::ApplyNodeFadingToChildren(FLODSceneNode& Node, FSceneBitArray& VisibilityFlags, const bool bIsFading, const bool bIsFadingOut)
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
{
if (Node.SceneInfo)
{
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
Node.LatestUpdateCount = UpdateCount;
// Force visibility during fades
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
const int32 NodeIndex = Node.SceneInfo->GetIndex();
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
VisibilityFlags[NodeIndex] = true;
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
for (const auto& Child : Node.ChildrenSceneInfos)
{
const int32 ChildIndex = Child->GetIndex();
PrimitiveFadingLODMap[ChildIndex] = bIsFading;
PrimitiveFadingOutLODMap[ChildIndex] = bIsFadingOut;
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
VisibilityFlags[ChildIndex] = true;
// Fading only occurs at the adjacent hierarchy level, below should be hidden
if (FLODSceneNode* ChildNode = SceneNodes.Find(Child->PrimitiveComponentId))
{
HideNodeChildren(*ChildNode, VisibilityFlags);
}
}
}
}
void FLODSceneTree::HideNodeChildren(FLODSceneNode& Node, FSceneBitArray& VisibilityFlags)
{
if (Node.LatestUpdateCount != UpdateCount)
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
{
Node.LatestUpdateCount = UpdateCount;
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2949393) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2949393 on 2016/04/20 by Graeme.Thornton Orion non-pak file security. - Removed security bypass code from platform pak file - Added a delegate to pak file code which allows the game to decide whether a file should be allowed or not - Added an orion delegate which whitelists appropriate files #rb robert.manuszewski #tests win64 client + dedicated server. golden path. Change 2949232 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Paragon: Added a distinct menu frame rate limit, currently set to 60 fps and not visible in settings (if the user sets a game frame rate limit of below 60, we also clamp the menu limit to that threshold, so they can go down but not up for menus) #jira OR-18017 #rb marcus.wassmer #tests Ran paragon and switched between gameplay, menus, and replays, observing t.MaxFPS at different points #ROBOMERGE-SOURCE: CL 2949231 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2949032 on 2016/04/19 by Zak.Middleton #orion - Lower default NetUpdateFrequency for minions (10->6). Avoid excessive latency for some knockback/knockup abilities that would have noticeable lag by forcing an update sooner when they are triggered. This should have the following effects: 1. Reduce server CPU cost (we tick minions at the net frequency). 2. Reduce server bandwidth 3. Reduce client CPU cost (we move character capsules and perform overlaps when new positions are received). #rb Bart.Bressler, John.Pollard #codereview Dmitry.Rekman #tests MultiPIE AI lane, Replays Change 2948966 on 2016/04/19 by Lina.Halper Added log (check) of the asset info for Anim Per Track contains invalid format key #rb: Michael.Noland #code review: Martin.Wilson, Laurent.Delayen, Michael.Noland #tests: editor/ cooked and test with AI_Tests with 10 bots. Change 2948876 on 2016/04/19 by Michael.Noland PS4: Validate that the texture pool size is not set to automatic (-1, which will crash later on as an attempt to allocate too much memory) #rb none #codereview marcus.wassmer #tests Ran Paragon on PS4 Change 2948765 on 2016/04/19 by Daniel.Lamb Removed AssetImportData tag from cooked asset registry builds. #rb Andrew.Grant #test Cook orion Change 2948691 on 2016/04/19 by Marcus.Wassmer Fix copytoresolvetarget ensure #rb none #test pc agora Change 2948633 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt [AUTOMERGE] Fix copytoresolve crash and change validation to ensure. #test PC editor / PC golden path #rb none -------- Integrated using branch //Orion/Main_to_//Orion/Release-Next (reversed) of change#2948169 by Marcus.Wassmer on 2016/04/19 10:50:32. #ROBOMERGE-SOURCE: CL 2948632 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948507 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Merging 2937781 (Pak signing) using //Orion/Dev-General_to_Release #rb none #tests cooked client, checked game runs #ROBOMERGE-SOURCE: CL 2948497 in //Orion/Release-0.24.1/... via CL 2948506 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948431 on 2016/04/19 by Steve.Robb CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #codereview robert.manuszewski,bob.tellez #rb bob.tellez #tests Ran editor Change 2948408 on 2016/04/19 by Leslie.Nivison Adding .tps #rb none #test none Change 2948185 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: chris.bunner Fix for HLOD visibility freeze. #tests Golden Path, Editor #rb rolando.caloca, michael.noland #lockdown andrew.grant #jira OR-19863 #ROBOMERGE-SOURCE: CL 2948182 in //Orion/Release-0.24.1/... via CL 2948183 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948149 on 2016/04/19 by Simon.Tovey Fixed crash. Collision rendering path was not dealing with mesh batch with 0 triangles where other paths do. #rb none #tests No more crash #codereview Marcus.Wassmer Change 2948129 on 2016/04/19 by Lukasz.Furman fixed gameplay debugger getting stuck with outdated data pack on client, changed names of AI related debug cvars #rb none #tests game, PIE #codereview Mieszko.Zielinski Change 2948027 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: graeme.thornton Fix for OR-20033 - CRASH: Client will crash with FRCPassPostProcessCircleDOFSetup #rb none #tests checked game runs without crashing #ROBOMERGE-SOURCE: CL 2948017 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947558 on 2016/04/18 by Matt.Kuhlenschmidt Fix compile error #rb none, #tests none Change 2947509 on 2016/04/18 by Matt.Kuhlenschmidt Added more logging to track down https://jira.ol.epicgames.net/browse/OR-19841 #rb none, #tests none Change 2947412 on 2016/04/18 by Ryan.Gerleve Fix shadowed variable. #rb none #tests none Change 2947377 on 2016/04/18 by Jamie.Dale Gather paths are now sorted by fuzzy-ness, so that more specific includes beat less specific excludes #rb Matt.Kuhlenschmidt #tests Built for Windows. Ran a gather, and confirmed that explicitly included heroes were now gathered, and that generically excluded heroes were absent from the gather. Change 2947351 on 2016/04/18 by Ryan.Gerleve Allow overriding the demo.AsyncLoadWorld setting with a URL option when playing a replay. Store the entire URL in the demo net driver instead of just the map name, so that the options can be accessed later. #tests golden path, replays #rb john.pollard Change 2947103 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2947071 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2947102 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947007 on 2016/04/18 by Zak.Middleton #ue4 - Improve linear smoothing in the presence of low net frequency updates. #rb Bart.Bressler #tests MultiPIE AI with lanes Change 2946994 on 2016/04/18 by Mieszko.Zielinski Improvements to NavigationSystem's "abstract navigation data" support #UE4 #rb Lukasz.Furman #test golden path Change 2946760 on 2016/04/18 by Chris.Bunner Fixing up bad merge, recommit of CL 2819472 - ForceLOD now clamps to available LODs on primitive, i.e. use MinLOD rather than not drawing at all. #tests Editor #rb None Change 2946745 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2946637 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2946656 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2946645 on 2016/04/18 by Richard.Fawcett When promoting a buidl to staged, prevent enumeration of files already in S3 Enumerating files in S3 is a slow process, and it turns out that simply uploading all chunks blindly is more efficient than enumerating existing chunks and selectively uploading only the new ones. #rb Leigh.Swift #tests This technique has already been used in launcher promotions for several months Change 2946622 on 2016/04/18 by Richard.Fawcett By default, when enumerating chunks from a manifest file, skip checking they exist on disk at enumeration time. This will fail anyway further down the line if the files don't exist, but will improve speed of stage promotions by around five minutes. In practice, we have NEVER seen a job fail at this point because of the existence check. #rb Leigh.Swift #tests Ensure that output of ExtractDataFilenamesFromManifest method is identical both with and without bSkipExistsCheck specified. Change 2945812 on 2016/04/15 by Daniel.Lamb Fixed error in diff cooked build commandlet. #rb ben.marsh #test Compile. Change 2945110 on 2016/04/15 by Matt.Kuhlenschmidt Fix crash exporting actors with non-scene components to fbx #rb none, #tests full scene exporting on maps that crashed #codereview alexis.matte Change 2945078 on 2016/04/15 by Simon.Tovey Fix for OR-19778 When some pooled systems are reused, on init they have a non zero lod level but the emitter instances are created at LOD 0 initially. So the component did not think it had to update it's LOD but the emitters were not at the correct LOD. Have forced a LOD set on init when the component LOD is non-zero. #rb none #tests Works in editor and game. #codereview Olaf.Piesche Change 2944664 on 2016/04/14 by Uriel.Doyon Fix to SM4 compilation issue #jira OR-19706 #rb marcus.wassmer #tests tested editor in SM4 and SM5 Change 2944642 on 2016/04/14 by Lukasz.Furman changed waypoint switch conditions in meta nav paths #rb none #tests PIE #codereview Mieszko.Zielinski Change 2944599 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Added sha1 to UnrealPak list output #rb none #tests listed content of pakfile #ROBOMERGE-SOURCE: CL 2944595 in //Orion/Release-0.24/... via CL 2944597 via CL 2944598 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944441 on 2016/04/14 by Marcus.Wassmer Duplicate change to output shader compiler errors. #rb none #test run PC and see errors. Change 2944437 on 2016/04/14 by John.Pollard Possible fix for https://jira.ol.epicgames.net/browse/OR-19614 #rb JoshM #codereview Josh.Markiewicz #tests Golden path matchmaking Change 2944430 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Engine: Added support for more/fewer settings in individual categories to the editor scalability control widget #rb david.ratti #tests Tested in the editor #ROBOMERGE-SOURCE: CL 2944428 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944198 on 2016/04/14 by David.Ratti Paragon - register for slow/stun/root/silence callbacks on any tag count change, not just add/remove. This is so the UI will update if you get another stack of a stackable slow GE. Ability system - unify client stack count change code path with server. Client now properly update owner ASC's tag map and broadcasts all delegates there. #rb dayY #tests pie Change 2944124 on 2016/04/14 by Wes.Hunt Change the TPS redirects for DX modules to point to the proper DX redist TPS which is what packaged games will need. #codereview:leslie.nivison #rb none #tests ran UAT ListThirdPartySoftware <for Orion> Change 2944107 on 2016/04/14 by Wes.Hunt MeshUtilities now depends on new module nvTessLib to better track the third party dependency. #codereview:daniel.wright #rb none #tests build OrionClient/Editor for Win64 Change 2944102 on 2016/04/14 by Wes.Hunt Tweak to UBT -ListBuildFolders to do a distinct in a better place to cut down on duplicate module searches. #tests ran the UBT command #rb none Change 2943851 on 2016/04/14 by Ryan.Gerleve Fix the ForEachNetDriver helper function to get the world context directly off the world instead of going through the game instance. Ensures the correct net drivers will be used when there are multiple worlds but only one game instance. #rb john.pollard #tests golden path, replays, PIE Change 2943847 on 2016/04/14 by Ryan.Gerleve Fixes to support client replay recording & playback in another world: When recording a replay, only swap actor roles if the remote role is ROLE_Authority When loading a replay checkpoint, call NetworkRemapPath to make sure paths have the correct name in the GuidCache #rb john.pollard #tests golden path, replays, PIE Change 2943691 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_24 - Fix for OR-19609, OR-19610, and OR-19611 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943687 in //Orion/Release-0.24/... via CL 2943688 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2943508 on 2016/04/14 by Richard.Fawcett Automation: Add support for multipart file uploads to Amazon S3 to increase speed of large file uploads. #jira OPPBUILD-44 #rb Leigh.Swift #tests Uploaded files to S3 using the new routines, downlaoded via AWS management console and ensured downloaded files identical to uploaded ones Change 2943274 on 2016/04/13 by jason.bestimt #ORION_MAIN - Merge 24 @ CL 2943257 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943271 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: david.nikdel, jason.bestimt Change 2943178 on 2016/04/13 by Olaf.Piesche Bumping size of the particle curve texture to 512x512 #rb martin.mittring #tests PC Editor, Game Change 2943174 on 2016/04/13 by Aaron.McLeran OR-19392 Ensure condition failed: (*RequiresInitialization == 0) on loading into PVP match - Removing ensure since there is a rare edge case where it's possible for a sound looping node may get ResetChildren called twice. - Condition is when a child random node o fa looping node has a blank entry and results in no sound chosen in a given frame (which results in ResetChildren getting called). Later in the frame, if a sound had previously been playing with an active sound, it will have stop called on it, which will call NotifyWaveInstanceFinished and hit the ensure. Simply using the branch to check if the looping node has been initialized will work fine in this and other cases. #codereview Bob.Tellez #rb Bob.Tellez #tests ran orion with this change testing problematic sound cue Change 2943042 on 2016/04/13 by Rob.Cannaday Fix crash in HTTP completion delegates on shutdown Stop ticking HTTP retry manager after FOnlineSubsystemImpl::Shutdown has been called #rb josh.markiewicz #tests shutting down multiple times Change 2942913 on 2016/04/13 by Lukasz.Furman added meta navmesh paths #orion #rb Mieszko.Zielinski #tests PIE Change 2942132 on 2016/04/13 by Wes.Hunt Enable UBT -ListBuildFolders to operate on Mac and iOS platforms without having to fully set up the remote environment. #codereview:leslie.nivison #rb peter.sauerbrei #tests running UBT with and without -listbuildfolders Change 2941651 on 2016/04/12 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 2941645 #RB:none #Tests:none Change 2941539 on 2016/04/12 by Laurent.Delayen FABRIK: Normalize outgoing rotations. Fixes Chains Q ability crashing. #rb none #tests Chains not crashing Change 2941469 on 2016/04/12 by Wes.Hunt Fix UBT -ListBuildFolders to not prep target for deployment. #codereview:leslie.nivison #rb none #tests tested -ListBuildFolders for Android Change 2941434 on 2016/04/12 by Leslie.Nivison Adding/cleaning up .tps files #rb none #test none Change 2941241 on 2016/04/12 by Daniel.Lamb Removed shadername from the shader code to fix deterministic material cooking issue. #jira UE-29320 #codereview Marcus.Wassmer #rb Marcus.Wassmer #test Running editor, cooking orion. Change 2941046 on 2016/04/12 by Laurent.Delayen Added safety net for non state AnimNotifies having a non-zero EndTriggerTimeOffset. Fixes Twinblast double shot for the left primary attack. #rb benn.gallagher #codereview lina.halper, ray.arnett, aaron.eady #tests twinblast's LMB Change 2941032 on 2016/04/12 by Jason.Bestimt #ORION_24 - Merge MAIN @ CL 2940950 #RB:none #Tests:none [CL 2952833 by Andrew Grant in Main branch]
2016-04-22 11:21:10 -04:00
for (const auto& Child : Node.ChildrenSceneInfos)
{
const int32 ChildIndex = Child->GetIndex();
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
VisibilityFlags[ChildIndex] = false;
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
if (FLODSceneNode* ChildNode = SceneNodes.Find(Child->PrimitiveComponentId))
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2949393) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2949393 on 2016/04/20 by Graeme.Thornton Orion non-pak file security. - Removed security bypass code from platform pak file - Added a delegate to pak file code which allows the game to decide whether a file should be allowed or not - Added an orion delegate which whitelists appropriate files #rb robert.manuszewski #tests win64 client + dedicated server. golden path. Change 2949232 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Paragon: Added a distinct menu frame rate limit, currently set to 60 fps and not visible in settings (if the user sets a game frame rate limit of below 60, we also clamp the menu limit to that threshold, so they can go down but not up for menus) #jira OR-18017 #rb marcus.wassmer #tests Ran paragon and switched between gameplay, menus, and replays, observing t.MaxFPS at different points #ROBOMERGE-SOURCE: CL 2949231 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2949032 on 2016/04/19 by Zak.Middleton #orion - Lower default NetUpdateFrequency for minions (10->6). Avoid excessive latency for some knockback/knockup abilities that would have noticeable lag by forcing an update sooner when they are triggered. This should have the following effects: 1. Reduce server CPU cost (we tick minions at the net frequency). 2. Reduce server bandwidth 3. Reduce client CPU cost (we move character capsules and perform overlaps when new positions are received). #rb Bart.Bressler, John.Pollard #codereview Dmitry.Rekman #tests MultiPIE AI lane, Replays Change 2948966 on 2016/04/19 by Lina.Halper Added log (check) of the asset info for Anim Per Track contains invalid format key #rb: Michael.Noland #code review: Martin.Wilson, Laurent.Delayen, Michael.Noland #tests: editor/ cooked and test with AI_Tests with 10 bots. Change 2948876 on 2016/04/19 by Michael.Noland PS4: Validate that the texture pool size is not set to automatic (-1, which will crash later on as an attempt to allocate too much memory) #rb none #codereview marcus.wassmer #tests Ran Paragon on PS4 Change 2948765 on 2016/04/19 by Daniel.Lamb Removed AssetImportData tag from cooked asset registry builds. #rb Andrew.Grant #test Cook orion Change 2948691 on 2016/04/19 by Marcus.Wassmer Fix copytoresolvetarget ensure #rb none #test pc agora Change 2948633 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt [AUTOMERGE] Fix copytoresolve crash and change validation to ensure. #test PC editor / PC golden path #rb none -------- Integrated using branch //Orion/Main_to_//Orion/Release-Next (reversed) of change#2948169 by Marcus.Wassmer on 2016/04/19 10:50:32. #ROBOMERGE-SOURCE: CL 2948632 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948507 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Merging 2937781 (Pak signing) using //Orion/Dev-General_to_Release #rb none #tests cooked client, checked game runs #ROBOMERGE-SOURCE: CL 2948497 in //Orion/Release-0.24.1/... via CL 2948506 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948431 on 2016/04/19 by Steve.Robb CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #codereview robert.manuszewski,bob.tellez #rb bob.tellez #tests Ran editor Change 2948408 on 2016/04/19 by Leslie.Nivison Adding .tps #rb none #test none Change 2948185 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: chris.bunner Fix for HLOD visibility freeze. #tests Golden Path, Editor #rb rolando.caloca, michael.noland #lockdown andrew.grant #jira OR-19863 #ROBOMERGE-SOURCE: CL 2948182 in //Orion/Release-0.24.1/... via CL 2948183 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948149 on 2016/04/19 by Simon.Tovey Fixed crash. Collision rendering path was not dealing with mesh batch with 0 triangles where other paths do. #rb none #tests No more crash #codereview Marcus.Wassmer Change 2948129 on 2016/04/19 by Lukasz.Furman fixed gameplay debugger getting stuck with outdated data pack on client, changed names of AI related debug cvars #rb none #tests game, PIE #codereview Mieszko.Zielinski Change 2948027 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: graeme.thornton Fix for OR-20033 - CRASH: Client will crash with FRCPassPostProcessCircleDOFSetup #rb none #tests checked game runs without crashing #ROBOMERGE-SOURCE: CL 2948017 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947558 on 2016/04/18 by Matt.Kuhlenschmidt Fix compile error #rb none, #tests none Change 2947509 on 2016/04/18 by Matt.Kuhlenschmidt Added more logging to track down https://jira.ol.epicgames.net/browse/OR-19841 #rb none, #tests none Change 2947412 on 2016/04/18 by Ryan.Gerleve Fix shadowed variable. #rb none #tests none Change 2947377 on 2016/04/18 by Jamie.Dale Gather paths are now sorted by fuzzy-ness, so that more specific includes beat less specific excludes #rb Matt.Kuhlenschmidt #tests Built for Windows. Ran a gather, and confirmed that explicitly included heroes were now gathered, and that generically excluded heroes were absent from the gather. Change 2947351 on 2016/04/18 by Ryan.Gerleve Allow overriding the demo.AsyncLoadWorld setting with a URL option when playing a replay. Store the entire URL in the demo net driver instead of just the map name, so that the options can be accessed later. #tests golden path, replays #rb john.pollard Change 2947103 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2947071 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2947102 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947007 on 2016/04/18 by Zak.Middleton #ue4 - Improve linear smoothing in the presence of low net frequency updates. #rb Bart.Bressler #tests MultiPIE AI with lanes Change 2946994 on 2016/04/18 by Mieszko.Zielinski Improvements to NavigationSystem's "abstract navigation data" support #UE4 #rb Lukasz.Furman #test golden path Change 2946760 on 2016/04/18 by Chris.Bunner Fixing up bad merge, recommit of CL 2819472 - ForceLOD now clamps to available LODs on primitive, i.e. use MinLOD rather than not drawing at all. #tests Editor #rb None Change 2946745 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2946637 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2946656 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2946645 on 2016/04/18 by Richard.Fawcett When promoting a buidl to staged, prevent enumeration of files already in S3 Enumerating files in S3 is a slow process, and it turns out that simply uploading all chunks blindly is more efficient than enumerating existing chunks and selectively uploading only the new ones. #rb Leigh.Swift #tests This technique has already been used in launcher promotions for several months Change 2946622 on 2016/04/18 by Richard.Fawcett By default, when enumerating chunks from a manifest file, skip checking they exist on disk at enumeration time. This will fail anyway further down the line if the files don't exist, but will improve speed of stage promotions by around five minutes. In practice, we have NEVER seen a job fail at this point because of the existence check. #rb Leigh.Swift #tests Ensure that output of ExtractDataFilenamesFromManifest method is identical both with and without bSkipExistsCheck specified. Change 2945812 on 2016/04/15 by Daniel.Lamb Fixed error in diff cooked build commandlet. #rb ben.marsh #test Compile. Change 2945110 on 2016/04/15 by Matt.Kuhlenschmidt Fix crash exporting actors with non-scene components to fbx #rb none, #tests full scene exporting on maps that crashed #codereview alexis.matte Change 2945078 on 2016/04/15 by Simon.Tovey Fix for OR-19778 When some pooled systems are reused, on init they have a non zero lod level but the emitter instances are created at LOD 0 initially. So the component did not think it had to update it's LOD but the emitters were not at the correct LOD. Have forced a LOD set on init when the component LOD is non-zero. #rb none #tests Works in editor and game. #codereview Olaf.Piesche Change 2944664 on 2016/04/14 by Uriel.Doyon Fix to SM4 compilation issue #jira OR-19706 #rb marcus.wassmer #tests tested editor in SM4 and SM5 Change 2944642 on 2016/04/14 by Lukasz.Furman changed waypoint switch conditions in meta nav paths #rb none #tests PIE #codereview Mieszko.Zielinski Change 2944599 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Added sha1 to UnrealPak list output #rb none #tests listed content of pakfile #ROBOMERGE-SOURCE: CL 2944595 in //Orion/Release-0.24/... via CL 2944597 via CL 2944598 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944441 on 2016/04/14 by Marcus.Wassmer Duplicate change to output shader compiler errors. #rb none #test run PC and see errors. Change 2944437 on 2016/04/14 by John.Pollard Possible fix for https://jira.ol.epicgames.net/browse/OR-19614 #rb JoshM #codereview Josh.Markiewicz #tests Golden path matchmaking Change 2944430 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Engine: Added support for more/fewer settings in individual categories to the editor scalability control widget #rb david.ratti #tests Tested in the editor #ROBOMERGE-SOURCE: CL 2944428 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944198 on 2016/04/14 by David.Ratti Paragon - register for slow/stun/root/silence callbacks on any tag count change, not just add/remove. This is so the UI will update if you get another stack of a stackable slow GE. Ability system - unify client stack count change code path with server. Client now properly update owner ASC's tag map and broadcasts all delegates there. #rb dayY #tests pie Change 2944124 on 2016/04/14 by Wes.Hunt Change the TPS redirects for DX modules to point to the proper DX redist TPS which is what packaged games will need. #codereview:leslie.nivison #rb none #tests ran UAT ListThirdPartySoftware <for Orion> Change 2944107 on 2016/04/14 by Wes.Hunt MeshUtilities now depends on new module nvTessLib to better track the third party dependency. #codereview:daniel.wright #rb none #tests build OrionClient/Editor for Win64 Change 2944102 on 2016/04/14 by Wes.Hunt Tweak to UBT -ListBuildFolders to do a distinct in a better place to cut down on duplicate module searches. #tests ran the UBT command #rb none Change 2943851 on 2016/04/14 by Ryan.Gerleve Fix the ForEachNetDriver helper function to get the world context directly off the world instead of going through the game instance. Ensures the correct net drivers will be used when there are multiple worlds but only one game instance. #rb john.pollard #tests golden path, replays, PIE Change 2943847 on 2016/04/14 by Ryan.Gerleve Fixes to support client replay recording & playback in another world: When recording a replay, only swap actor roles if the remote role is ROLE_Authority When loading a replay checkpoint, call NetworkRemapPath to make sure paths have the correct name in the GuidCache #rb john.pollard #tests golden path, replays, PIE Change 2943691 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_24 - Fix for OR-19609, OR-19610, and OR-19611 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943687 in //Orion/Release-0.24/... via CL 2943688 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2943508 on 2016/04/14 by Richard.Fawcett Automation: Add support for multipart file uploads to Amazon S3 to increase speed of large file uploads. #jira OPPBUILD-44 #rb Leigh.Swift #tests Uploaded files to S3 using the new routines, downlaoded via AWS management console and ensured downloaded files identical to uploaded ones Change 2943274 on 2016/04/13 by jason.bestimt #ORION_MAIN - Merge 24 @ CL 2943257 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943271 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: david.nikdel, jason.bestimt Change 2943178 on 2016/04/13 by Olaf.Piesche Bumping size of the particle curve texture to 512x512 #rb martin.mittring #tests PC Editor, Game Change 2943174 on 2016/04/13 by Aaron.McLeran OR-19392 Ensure condition failed: (*RequiresInitialization == 0) on loading into PVP match - Removing ensure since there is a rare edge case where it's possible for a sound looping node may get ResetChildren called twice. - Condition is when a child random node o fa looping node has a blank entry and results in no sound chosen in a given frame (which results in ResetChildren getting called). Later in the frame, if a sound had previously been playing with an active sound, it will have stop called on it, which will call NotifyWaveInstanceFinished and hit the ensure. Simply using the branch to check if the looping node has been initialized will work fine in this and other cases. #codereview Bob.Tellez #rb Bob.Tellez #tests ran orion with this change testing problematic sound cue Change 2943042 on 2016/04/13 by Rob.Cannaday Fix crash in HTTP completion delegates on shutdown Stop ticking HTTP retry manager after FOnlineSubsystemImpl::Shutdown has been called #rb josh.markiewicz #tests shutting down multiple times Change 2942913 on 2016/04/13 by Lukasz.Furman added meta navmesh paths #orion #rb Mieszko.Zielinski #tests PIE Change 2942132 on 2016/04/13 by Wes.Hunt Enable UBT -ListBuildFolders to operate on Mac and iOS platforms without having to fully set up the remote environment. #codereview:leslie.nivison #rb peter.sauerbrei #tests running UBT with and without -listbuildfolders Change 2941651 on 2016/04/12 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 2941645 #RB:none #Tests:none Change 2941539 on 2016/04/12 by Laurent.Delayen FABRIK: Normalize outgoing rotations. Fixes Chains Q ability crashing. #rb none #tests Chains not crashing Change 2941469 on 2016/04/12 by Wes.Hunt Fix UBT -ListBuildFolders to not prep target for deployment. #codereview:leslie.nivison #rb none #tests tested -ListBuildFolders for Android Change 2941434 on 2016/04/12 by Leslie.Nivison Adding/cleaning up .tps files #rb none #test none Change 2941241 on 2016/04/12 by Daniel.Lamb Removed shadername from the shader code to fix deterministic material cooking issue. #jira UE-29320 #codereview Marcus.Wassmer #rb Marcus.Wassmer #test Running editor, cooking orion. Change 2941046 on 2016/04/12 by Laurent.Delayen Added safety net for non state AnimNotifies having a non-zero EndTriggerTimeOffset. Fixes Twinblast double shot for the left primary attack. #rb benn.gallagher #codereview lina.halper, ray.arnett, aaron.eady #tests twinblast's LMB Change 2941032 on 2016/04/12 by Jason.Bestimt #ORION_24 - Merge MAIN @ CL 2940950 #RB:none #Tests:none [CL 2952833 by Andrew Grant in Main branch]
2016-04-22 11:21:10 -04:00
{
Copying //UE4/Dev-Sequencer to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
HideNodeChildren(*ChildNode, VisibilityFlags);
}
}
}
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
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}